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royo

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A few days ago the infected was set up on crowfall and I wanted to share with you my feelings since this launch and on the game currently.

It's sure that I will push open doors and repeat things already said, but sting of wakeup call is always good!

I know that the game is in development and that things will evolve but I give my player's opinion because crowfall looks more and more like a real game and lots of new players arrive and give up too quickly sometimes.

In my opinion the first thing to do for the game got meaning, is to balance access to resources.
Currently too many high-level resources are reachable. Indeed the god's reach should not have ranks as high, for the war tribes and for harvesting resources.
A player who starts crowfall must start with the god's reach to learn the mechanics of the game
but very soon he should be confronted with the infected. Indeed have a zone without pvp with as much benefits that the current god's reach is totally the opposite of the basic idea of the game (or at least what I understood).


We could imagine that the god's reach offers resources up to rank 4 for example to access the lvl 15 and then, we would naturally go into the infected to continue the progression, but finally having the pvp aspect. Infected it could go to the 7th rank for example and the higher ranks would be reserved for campaigns. Restore meaning to the risk / reward choice is for me an important thing for the future.

Then, after several years of testing and several reset we notice the same thing every time the passive skills have not been reset since a long time, new players have the impression of being faced with an impassable wall (which is not entirely true or totally false).
The passive progression should be much more horizontal than it's now. The latest levels of harvest are a good example of what should be made for passive skils, a star-shaped tree. Like that a new players can "quickly" be good in ONE  branch of the tree  but will time to be good in ALL.
This would allow new players to feel quickly useful (within a guild or not) and thus to have fun and the desire to play. So I think a restructuring of the "form" of progression would be important and really beneficial to CF.

By doing this kind of progression, we can imagine a new player choose runemaker job and be an axe specialist then pick specialist etc...
This would also allow the dev to "add" branches easily when the game will have several years
operating.


For the economy, I think we should remove the vendors from the temple and leave them only in freecity to give life to this area that could allow rp for those who likes and boost the trade of more players. Even if I admit that the top would have been an access to EK directly since the GR in order to give meaning to the ek but it may be difficult technically. Moreover vendor's location can become reward from campaign like that war will have sense and alliance between guild in a faction can be a negotiation for bigger guild which give 1 or 2 location to smaller guild for their help.

For new players also a recurring problem is felt, a feeling of being lost when you start the game. I think a "tutorial quest" would be welcome to guide the players in their first steps and teach them the different aspects of the game. An example that marked me is a player who discovered
that you could sacrifice after 3 days of play! The starting area of the god's reach would be perfect for that. We could even start the game in crows to understand a little better the lore of the game (I dream a little there). I think it should be the only quest in this game to understand who you are (ig) and how to play. You can tell me we already have the little bubble info but they are so fast that new player forget and dont take time to read it .

 

Finally I will finish there because it is already long all that poorly made socks, in terms of fighting, the possibilities of having an impact when you're outnumbered are too low, indeed the lack of aoe (or their effectiveness) doesn't allow a small group to worry or kill a larger group unless it makes big
errors. Even if @Belantis made a great post of the different strategies u can use, when u see big fights on the videos or stream u see ppl turning around and some fights become boring cause of that. (it's just an opinion and i can understand ppl dont feel like me on this point)

 

thank you if u have read everything! 

 


 

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