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An Overly Long Review of the NPE


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I’ve been a longtime part time follower of Crowfall and decided to try it out since it is getting close to launch. These are my thoughts as a new player about the new player experience and the post NPE game up to level 30. I know from reading a little of the forums that this is a hot button topic and there are plenty of people who have bad things to say about it.


Overall I have enjoyed my time with Crowfall so far. I enjoy how much can be customized (especially with crafting). I like how the game looks. I like the combat and it seems like there is a lot of skill and customization involved. I have no personal experience with the Guild Throne War part, but I have read some about it.


Before I begin this review, I want to state a simple fact I will come back to multiple times: Crowfall is a PvP game.


God’s Reach


God’s Reach is a short tutorial on the mechanics of the game. I don’t think it is terrible and it seems to hit all the mechanics but at the same time there isn’t anything inspiring about it. How many people don’t know how to use a menu-driven crafting system? Action button combat?


I see the new player experience as being a promotional marketing ploy as much or more than it is a literal tutorial. Most people will already know the basic mechanics because they are pretty much like every other mmo, so the experience should focus on what’s cool and unique about Crowfall.


Ask yourself, if you wanted to convince one of your friends to play Crowfall, what features of the game would you try to sell them on? Here is a partial list:
1. Highly customizable crafting system with the ability to make truly unique items
2. Guild vs Guild throne warfare
3. Fast-paced fantasy pvp action


Why are none of those things available in the most critical stage of the game for impressing a new player? Crowfall is a pvp game. There are no full loot mechanics and the PvE is lackluster. What are we waiting for? In any non-mmo multiplayer pvp game players can jump into pvp right at the start and it should be the same way in Crowfall.


Here are a couple suggestions that align with what I’m trying to communicate about what is wrong with the NPE:
1. The first bit of the tutorial about crafting is focused on cooking and on how to operate the menu-driven crafting system. As far as I can tell cooking seems like one of the crafting professions without the experimentation system? So the tutorial doesn’t get to demonstrate what’s cool about crafting. Maybe someone playing this hasn’t played an mmo before but would they really be lost if this didn’t exist? Instead, the NPE should abilitease the player by granting them temporary advanced weapon smithing powers and allow them to craft 3 weapons and select one to keep. Let players put experimentation points into something and see that the items they craft have their name on it and a serial number. This is what is cool and unique about the Crowfall crafting system
2. Crowfall is a pvp game. God’s Reach either needs to be way shorter or it needs to have a pvp component to it. I would make it shorter and shove players into pvp in The Infected. I’ll talk about what’s wrong with the infected below. As I said there is nothing to protect new players from. What are we waiting for?


As an aside, the escort the pig mission should be removed from the NPE. Who likes escort quests? A game without theme park quests has escort quests? And there is a dedicated button for whistling the pig to you, because like escort missions in other games the idiot you are escorting gets lost. Why would you advertise the existence of this in the NPE? Blindside people with this when they’re already hooked.


The NPE was made as if considering what needs to be in a tutorial. I say begin with the end in mind. What are Crowfall unique features? What does the ideal play session of a Dregs player look like? Think about the answers to those questions and then reverse engineer an experience that channels those things to show new players where Crowfall shines.


The Infected


Crowfall is a pvp game. There is no looting in the infected. The PvE is lackluster. You don’t have to protect new players from high level griefers (because there is no loot). Why then does every faction have two zones of PvE just to get to the one central pvp zone? The whole design of the infected doesn’t make sense. There is a feeder quest in the first zone after the temple that explains outposts, but you can’t go capture an outpost because all of them are owned by your faction, because they are practically unassailable by the other factions. Similar leveled players in every faction should be shuttled into the same zones. There should be an 18-23 zone, a 24-27 zones, and the 28-30 zone that already exists. We should be able to pvp as soon as we get to the infected. What are we waiting for?


Ideally if there are players in these zones then there is constant outpost capturing happening, and the event tab shows players who is fighting at what outpost. Outposts should reward experience for capturing them. It should be the preferred way to level. Actually even killing players could probably reward experience. In a lot of full loot pvp games the skill gain from fighting players has to be removed, otherwise players will sit in town and macro on each other. But that is for games with long progression times and consequences for dying. It’s very fast to get to level 30, so I don’t think abuse would happen or matter much. I would love to just brawl my way to level 30 on a new character.


There are other things I think the infected might benefit from. Should it have some sort of commander system like GW2? Do there need to be NPCs attacking forts or keeps so that individual players can attack a fort if there aren’t enough other players of their faction around? Will more action be happening naturally when Crowfall releases because there will be more people around? It’s hard to say what the infected might need, because right now as its designed there is nothing happening until level 30. That needs to be fixed first.


One last thing I’d like to talk about is factions vs guilds. One sentiment I’ve seen in the forums is the idea that players should be pushed by the game to joining guilds, because that is where the real action is. I also used to think this, but have recanted. Joining a guild in a game like this is a huge intimate social endeavor. People require you to be in discord, they worry about spies, you have to integrate into a new friend group (if you aren’t joining a buddies guild). Who goes through this for a game they aren’t committed to? No one is going to willingly join a guild until they are already sold on the game, which means it is up to the game and the developers to provide a good enough early experience. This experience is going to happen in the infected in the faction warfare. Right now I don’t think its up to snuff, for the reasons already listed above but also for social reasons. I feel no connection to the faction I was put in or to the people in it. Some sort of social/bonding mechanisms should exist to incentivize people to team up and communicate more, but I’m not sure what those should be. Lok’tar Solar/For the Moon Faction!?


Crafting (and Trading)


I really like crafting and I am excited to create cool and powerful items in the future. So far I have created a couple of mediocre daggers as a weaponsmith.


I already explained in the God’s Reach section that I think not showing off the higher-level crafting systems is a mistake. I also think there is something lackluster about crafting as you explore it in the infected. Because crafting in Crowfall is designed to be inter-disciplinary it is hard for new players in the infected to craft advanced things. They don’t have guildies they can rely on for the parts they can’t craft. Technically you can craft some items from other disciplines but its going to be a poorly made dergsty product and makes crafting anything take way longer. I was lucky there were some leather workers logged on at the same time when I tried crafting my daggers, the whole game right now is low activity so I’m worried that most people will find no one around and have to do all the work of every profession themselves.


It would be much better if I could buy items from a dedicated crafter through player vendors. I explored a little bit of the dregs so I went to the Free City there and saw the vendors (mostly empty). Why doesn’t the infected have this? There is no reason low level crafters shouldn’t be able to rent a vendor in the temples and sell items. Trading is a huge benefit to a game with a crafting system like this. An easy trade system incentivizes extra gathering and crafting by making it legible what people want to buy/sell. Trade is good and would increase the amount of crafting happening. There should be more of it in Crowfall.


Centaurs


I love them.


Banking


I despite this. The gridded inventory system is 100% fine, so why did you have to ruin it by making the bank a list of items? Its really, truly terrible and needs to be changed. Just make it a grid of items like the inventory. The problem isn't just with the account vault because the bank in the dregs is also a list. The bank takes up twice the space as the inventory and shows a tenth of the items. Its like the ratpoorly made dergs default Skyrim UI. It's bad.


Combat


I like the combat. I like that it seems like there are a lot of combos. It seems like there is a lot of depth here that can give the edge to truly great players. I have seen a lot of chatter about this game on YouTube/reddit complaining about how floaty it is. I don’t know if I would describe anything as floaty but here are my criticisms:


1. Spamming left click triggers the GCD. If I’m spamming and want to use an ability I have to very deliberately stop left clicking and start spamming an ability key. It feels super clunky and I’m sometimes not sure when my ability has gone off so I stand around doing nothing while mobs wail on me. But then sometimes I’m spamming a combo key and I spam straight into one version of the combo when I wanted the other. It feels like maybe there should be a precedence for key presses over left clicks somehow that makes you switch to the ability instead of being locked into left clicking. I feel like I need to look at my hotbar too much for an action game. I want to press an ability key without having to look at when the left click GCD is done.


2. It feels like some buff abilities should be off the GCD to make combat flow better.


3. Some effects like the surpress on backstab or the knock down on the centaur rear kick take a long time to register. I press the ability, my character does the animation, and then ....I wait. And then finally I see the text for the effect pop up. It feels very clunky. Same problem with the charge ability on a champion (the 1 ability when you first start one). It’s supposed to knock back but I run over someone and it takes so long to knock back that I turn around to check because I think no knock back ever happened.


Miscellaneous Thoughts


1. The sparkles behind the death crow are obnoxious.
2. The compass should show points of interest like skyrim. I wrote this before I saw this already exists in dregs for an orange tree. Should extend it to other objectives.
3. The map looks cool but is slow and laggy.
4. Waypoints on the map would be cool. And they should show up on the compass.
5. The ability to pick up items lags behind when they appear on the ground. If it falls on your character you have to run away then back over to it. It just feels clunky.
6. Ore is hard to tell from stone at a distance. They are also hard to tell apart from other ore types. I would swear I saw some silver nodes in a ravine but when I walked over they said tin. Very confusing. Aurelium has hard edges like stone.


Summary


Crowfall is a pvp game. You don’t have to protect new players like full loot pvp games do. Just let us get into the real action. Other than that Crowfall seems like a fun game.

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This is a well written critique of Crowfall from a new player's perspective. Thanks for taking the time to write this.

I disagree with one aspect. You think it shouldn't be expected for players to make a commitment to a guild during the early portion of the game...

It's been my experience that players who aren't guilded within the first few hours, usually stop playing and we never see them again.

As for me, I've been in PRX for years, before there ever was a Crowfall. We began talking about CF in our guild comms, posted stuff about the game in our forums, and polled our members to see how many were interested in Alpha / Beta testing the game. When we determined there was enough interest, We selected an Advance team to check it out and formed our test team guild on the CF forums. Thus, I was already in guild of trusted long time friends from the first moment I logged into Crowfall.

I've been here in-game since Alpha 2, and created my CF forum account in 2016. I doubt that I would have found this game interesting enough to have played to level 30 on ONE character if not for the help and advice of my guild mates.

I believe there WAS a reason that guilds are formed NOT in-game, but on the Crowfall.com site. So that we could form our guild BEFORE entering the game. 

Now, I would be fine with the ability to apply to join a guild and to be able to invite to the guild from within the game. We also should now have a good in-game guild management system.

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5 hours ago, MacDeath said:

I disagree with one aspect. You think it shouldn't be expected for players to make a commitment to a guild during the early portion of the game...

It's been my experience that players who aren't guilded within the first few hours, usually stop playing and we never see them again.

Alot of people dont want to go out of game, through forums or websites or use a bunch of 3rd party programs to play the game. Remember, us forum folk are only 10%, the majority never interact outside of game. 

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1 minute ago, mystafyi said:

Alot of people dont want to go out of game, through forums or websites or use a bunch of 3rd party programs to play the game. Remember, us forum folk are only 10%, the majority never interact outside of game. 

The majority don't communicate in game either, except to kill enemies. We tend to use out of game voice comms, such as Discord.

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17 hours ago, Anoran said:

Similar leveled players in every faction should be shuttled into the same zones. There should be an 18-23 zone, a 24-27 zones, and the 28-30 zone that already exists. We should be able to pvp as soon as we get to the infected. What are we waiting for?

I would go further and just dump everyone, regardless of level, into the same zones. Make infected world map a triangle with temples at corners and 4 zones (3 edge, 1 interior). Give everyone a +300 buff to all stats, so that everyone is at stat caps (Is it weird? sure. Does it matter? Maybe no?). Give XP for literally everything, running pigs, building up keeps, taking POIs, killing anything and everything, harvesting, crafting, everything. Restrict availability of gear/resources to the equivalent of green WT gear.

One part that is hard to do is prevent people from twinking/griefing for lulz. If possible, prevent 30s from logging in to infected zones. Still have the account vault problem... Frankly though, if you decouple infected vault from account vault (like campaign vault with no import / no export), then you might make farming infected not worth it. Give players a basic cloth kit + weapons when they enter world. I imagine new players will be confused when they can't export their stuff from infected, though. Maybe limited exports is workable, even if it resets whenever the infected world reboots.

Edited by Pystkeebler
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On 4/10/2021 at 11:54 PM, Anoran said:

I’ve been a longtime part time follower of Crowfall and decided to try it out since it is getting close to launch. These are my thoughts as a new player about the new player experience and the post NPE game up to level 30. I know from reading a little of the forums that this is a hot button topic and there are plenty of people who have bad things to say about it.


Overall I have enjoyed my time with Crowfall so far. I enjoy how much can be customized (especially with crafting). I like how the game looks. I like the combat and it seems like there is a lot of skill and customization involved. I have no personal experience with the Guild Throne War part, but I have read some about it.


Before I begin this review, I want to state a simple fact I will come back to multiple times: Crowfall is a PvP game.


God’s Reach


God’s Reach is a short tutorial on the mechanics of the game. I don’t think it is terrible and it seems to hit all the mechanics but at the same time there isn’t anything inspiring about it. How many people don’t know how to use a menu-driven crafting system? Action button combat?


I see the new player experience as being a promotional marketing ploy as much or more than it is a literal tutorial. Most people will already know the basic mechanics because they are pretty much like every other mmo, so the experience should focus on what’s cool and unique about Crowfall.


Ask yourself, if you wanted to convince one of your friends to play Crowfall, what features of the game would you try to sell them on? Here is a partial list:
1. Highly customizable crafting system with the ability to make truly unique items
2. Guild vs Guild throne warfare
3. Fast-paced fantasy pvp action


Why are none of those things available in the most critical stage of the game for impressing a new player? Crowfall is a pvp game. There are no full loot mechanics and the PvE is lackluster. What are we waiting for? In any non-mmo multiplayer pvp game players can jump into pvp right at the start and it should be the same way in Crowfall.


Here are a couple suggestions that align with what I’m trying to communicate about what is wrong with the NPE:
1. The first bit of the tutorial about crafting is focused on cooking and on how to operate the menu-driven crafting system. As far as I can tell cooking seems like one of the crafting professions without the experimentation system? So the tutorial doesn’t get to demonstrate what’s cool about crafting. Maybe someone playing this hasn’t played an mmo before but would they really be lost if this didn’t exist? Instead, the NPE should abilitease the player by granting them temporary advanced weapon smithing powers and allow them to craft 3 weapons and select one to keep. Let players put experimentation points into something and see that the items they craft have their name on it and a serial number. This is what is cool and unique about the Crowfall crafting system
2. Crowfall is a pvp game. God’s Reach either needs to be way shorter or it needs to have a pvp component to it. I would make it shorter and shove players into pvp in The Infected. I’ll talk about what’s wrong with the infected below. As I said there is nothing to protect new players from. What are we waiting for?


As an aside, the escort the pig mission should be removed from the NPE. Who likes escort quests? A game without theme park quests has escort quests? And there is a dedicated button for whistling the pig to you, because like escort missions in other games the idiot you are escorting gets lost. Why would you advertise the existence of this in the NPE? Blindside people with this when they’re already hooked.


The NPE was made as if considering what needs to be in a tutorial. I say begin with the end in mind. What are Crowfall unique features? What does the ideal play session of a Dregs player look like? Think about the answers to those questions and then reverse engineer an experience that channels those things to show new players where Crowfall shines.


The Infected


Crowfall is a pvp game. There is no looting in the infected. The PvE is lackluster. You don’t have to protect new players from high level griefers (because there is no loot). Why then does every faction have two zones of PvE just to get to the one central pvp zone? The whole design of the infected doesn’t make sense. There is a feeder quest in the first zone after the temple that explains outposts, but you can’t go capture an outpost because all of them are owned by your faction, because they are practically unassailable by the other factions. Similar leveled players in every faction should be shuttled into the same zones. There should be an 18-23 zone, a 24-27 zones, and the 28-30 zone that already exists. We should be able to pvp as soon as we get to the infected. What are we waiting for?


Ideally if there are players in these zones then there is constant outpost capturing happening, and the event tab shows players who is fighting at what outpost. Outposts should reward experience for capturing them. It should be the preferred way to level. Actually even killing players could probably reward experience. In a lot of full loot pvp games the skill gain from fighting players has to be removed, otherwise players will sit in town and macro on each other. But that is for games with long progression times and consequences for dying. It’s very fast to get to level 30, so I don’t think abuse would happen or matter much. I would love to just brawl my way to level 30 on a new character.


There are other things I think the infected might benefit from. Should it have some sort of commander system like GW2? Do there need to be NPCs attacking forts or keeps so that individual players can attack a fort if there aren’t enough other players of their faction around? Will more action be happening naturally when Crowfall releases because there will be more people around? It’s hard to say what the infected might need, because right now as its designed there is nothing happening until level 30. That needs to be fixed first.


One last thing I’d like to talk about is factions vs guilds. One sentiment I’ve seen in the forums is the idea that players should be pushed by the game to joining guilds, because that is where the real action is. I also used to think this, but have recanted. Joining a guild in a game like this is a huge intimate social endeavor. People require you to be in discord, they worry about spies, you have to integrate into a new friend group (if you aren’t joining a buddies guild). Who goes through this for a game they aren’t committed to? No one is going to willingly join a guild until they are already sold on the game, which means it is up to the game and the developers to provide a good enough early experience. This experience is going to happen in the infected in the faction warfare. Right now I don’t think its up to snuff, for the reasons already listed above but also for social reasons. I feel no connection to the faction I was put in or to the people in it. Some sort of social/bonding mechanisms should exist to incentivize people to team up and communicate more, but I’m not sure what those should be. Lok’tar Solar/For the Moon Faction!?


Crafting (and Trading)


I really like crafting and I am excited to create cool and powerful items in the future. So far I have created a couple of mediocre daggers as a weaponsmith.


I already explained in the God’s Reach section that I think not showing off the higher-level crafting systems is a mistake. I also think there is something lackluster about crafting as you explore it in the infected. Because crafting in Crowfall is designed to be inter-disciplinary it is hard for new players in the infected to craft advanced things. They don’t have guildies they can rely on for the parts they can’t craft. Technically you can craft some items from other disciplines but its going to be a poorly made dergsty product and makes crafting anything take way longer. I was lucky there were some leather workers logged on at the same time when I tried crafting my daggers, the whole game right now is low activity so I’m worried that most people will find no one around and have to do all the work of every profession themselves.


It would be much better if I could buy items from a dedicated crafter through player vendors. I explored a little bit of the dregs so I went to the Free City there and saw the vendors (mostly empty). Why doesn’t the infected have this? There is no reason low level crafters shouldn’t be able to rent a vendor in the temples and sell items. Trading is a huge benefit to a game with a crafting system like this. An easy trade system incentivizes extra gathering and crafting by making it legible what people want to buy/sell. Trade is good and would increase the amount of crafting happening. There should be more of it in Crowfall.


Centaurs


I love them.


Banking


I despite this. The gridded inventory system is 100% fine, so why did you have to ruin it by making the bank a list of items? Its really, truly terrible and needs to be changed. Just make it a grid of items like the inventory. The problem isn't just with the account vault because the bank in the dregs is also a list. The bank takes up twice the space as the inventory and shows a tenth of the items. Its like the ratpoorly made dergs default Skyrim UI. It's bad.


Combat


I like the combat. I like that it seems like there are a lot of combos. It seems like there is a lot of depth here that can give the edge to truly great players. I have seen a lot of chatter about this game on YouTube/reddit complaining about how floaty it is. I don’t know if I would describe anything as floaty but here are my criticisms:


1. Spamming left click triggers the GCD. If I’m spamming and want to use an ability I have to very deliberately stop left clicking and start spamming an ability key. It feels super clunky and I’m sometimes not sure when my ability has gone off so I stand around doing nothing while mobs wail on me. But then sometimes I’m spamming a combo key and I spam straight into one version of the combo when I wanted the other. It feels like maybe there should be a precedence for key presses over left clicks somehow that makes you switch to the ability instead of being locked into left clicking. I feel like I need to look at my hotbar too much for an action game. I want to press an ability key without having to look at when the left click GCD is done.


2. It feels like some buff abilities should be off the GCD to make combat flow better.


3. Some effects like the surpress on backstab or the knock down on the centaur rear kick take a long time to register. I press the ability, my character does the animation, and then ....I wait. And then finally I see the text for the effect pop up. It feels very clunky. Same problem with the charge ability on a champion (the 1 ability when you first start one). It’s supposed to knock back but I run over someone and it takes so long to knock back that I turn around to check because I think no knock back ever happened.


Miscellaneous Thoughts


1. The sparkles behind the death crow are obnoxious.
2. The compass should show points of interest like skyrim. I wrote this before I saw this already exists in dregs for an orange tree. Should extend it to other objectives.
3. The map looks cool but is slow and laggy.
4. Waypoints on the map would be cool. And they should show up on the compass.
5. The ability to pick up items lags behind when they appear on the ground. If it falls on your character you have to run away then back over to it. It just feels clunky.
6. Ore is hard to tell from stone at a distance. They are also hard to tell apart from other ore types. I would swear I saw some silver nodes in a ravine but when I walked over they said tin. Very confusing. Aurelium has hard edges like stone.


Summary


Crowfall is a pvp game. You don’t have to protect new players like full loot pvp games do. Just let us get into the real action. Other than that Crowfall seems like a fun game.

I think its well writtin, and as a new player to cf, ive been playing this for a week now, jumping in after a friend told me about the game. I played wow for 10 years from 2002 to 2012 ish. and i loved wow, i played only on pve servers cause i suck a pvp, and i really dont like pvp. So when i saw this game i fell in love at start, but got disapointed when i found out its 99% of the game is pvp. 

My NPE:
At race and champ selection i was blown away how cool it was and so many options to chooce from. 
when i then entered the god's reach starter world, then i was again blown away by the looks of the game, its not wow 4k raytracing or anything but it looks good for a beta. But then all my high expectations droped like a rock in a sea of disapointment. 
The quests is so liniar that i would not get anything out of the quest, the basic cooking quest only show you to put meat in a cooking pot, nothing more, so u need to experience and gather all the other items if u want to cook other things. and with the hunger thing, you need to eat alot, and the first 2 days i ran around trying to find out to make food cause its nearly impossible to finde a place to cook and know what items u need to actualy cook food. 

Next is base stats for the class you choose. 
I made an elk paladin / dps guy and saw elks have better chance for skinning than rest of the races, so basicly i think well skinning gives leather, then i take leatherworker as the secound proffesion.. Well disapointed again, cause what i didnt realised was when you want to learn to craft stuff then different proffisions scale on different stats, so if you lvl up a strengh user, then crafting proffs is only for stonemasons, blacksmithing, and for harvesting stones, mining ores or grave digging. If you want ot make leatherworking then it scales on intellect and dexterity, and i only found out after i was told by a player to farm for 9 uncommon skinning discs and farm 48.000 gold, just to craft an epic skinning disc and place it on my paladin, and then get told i put it on the wrong type of champ, after 4 days of grinding hours and hours to do what im told. 

so i feel kinda disapointed of doin 4 days of grinding, when no quest or basic thin tells me about that before i make my champ. you really have to make a champ and then before u do anything els then go trough all kinds of menus and read, take notes and screenshots to remember what types of diciplines you can you on your classes to get most out of it. 

The skill tree experience: 
I think there is many choices, and thats cool, but in the end the only thing i see is the skills that gives stats for all champs and rest is really not worth even to go for.
the skills is meh and really dont seems to do anything good or bad for your champion. 

Game mechanichs / steering and crosshair:
The movement is great, its like all other games moving with wasd, but the crosshair system is really not good, you see your champ from a 3rd person leaning a bit to the right so you can see your crosshair, but its hard to manage to steer that crosshair to teamplayers if you need to heal them, or target an enemy or a mob. 
the targeting system is bad, you cant see if a mob is a captain or a king unless if you are close to the mob and move your crosshair over them, and in that time you actualy do manage to hover over the mob, you are allready in combat with it. and you may die cause you could not see it was an elite king thing mob. 

actionbars is like most other games. basic 1 to 0 on the keyboard, but when u level up a champ sometimes the champ gets more actions and actionbars to choose from, and those are really easy not to see. I lvl up a duid to lvl 23 before i saw i had 2 different action bars 1 called life and 1 called death. and when death was active from start i had actions that said only active on life, but switched over to life the actions was not there.  and to switch between life and death the basic keybindings is z and u, why not z and x so the keys are close? its make no sense at all. 

And btw, your druid seems really broken and hard to even manage, you loose all mana in 2 secounds and you have to tap your life to gain mana back, that i found out from the start, but what i then found out you gain mana if you switch from death to life actions, but then you get a dot on you dealing dmg tou you so fast you die, if you dont stop that dot in time. so basicly you rinse and repeat to tap mana to heal your self, and you tap life to get mana, what a great group healer you are then. or not. 

The first dregs experience:
when i got lvl 30 and tryed to go into guild vs guild server to see what it was, i was told by my friend not to take anything with me. cause it takes import tokens. 
i thaught okay, then i take some food, bandage and some harvest tools with me along with my gold. it said i imported 37 tokens, and didnt really think more of that, cause i never had played a game with this type of things before. so like installing an app and scrolling to end of eula just to accept, no one read an eula. 

I didt go around some tribecamps with my friend all new to this world. And we killed some mobs and got nice loot, lots of legendary items, i was blown away, and after like an hour we got ganked and i lost all my stuff. money, all i had looted and all i had left was the gear i had on me. 
what a supprise when u are not used to games like this, and u are an pve player used to loose nothing when u die. That experience was so horrible i deleted the game in rage and had to cool of for some hours before i gave it a secound chance. 
now i dont want to go to dregs if i dont have any protection that i cant have, cause nothing in the game explains u need to be in a guild with many players in it not to get ganked. so if you are totaly new and made your own guild with 1 or 2 friends then you wont have a chance to do anything in dregs. Not even farm mats cause its impossible to do anything if you havnt importet like 3 diff champs to help your 1 champ  out so u can farm. 


The crafting of gear and diciplines:

the crafting is really hard to even try to get a grip of, there is no skill tree where you can see what you can make or how much you progress in the skill tree.
there is only a drop down menu where you can choose for gear, head, chest, hands and boots, but no stats or different boots or chests you can make. 
When you try to look on what mats you need to craft a chest, you can see the items needed, like seewing thread or leather squares. you can make those items further up in the menu and all you see to start is 3 slots where it say hide in all 3 slots.. there is a blue circle apparently that gives an overlay over what types of hide thats possible to mix to get different stats, but you really cant see what actualy value those stats is. so its only based on luck of what you hope you get. so basicly you can farm so much mats and waste it all cause you dont understant how it works. I still after 1 week know how to craft basic stuff and know what to do with it. Its really annoying when there is no stats to see, and all feels like its based on luck, and other players say oh there is so much varity to craft. only i see is 5 things and rest is luck. 

and if you want to see what types of mats you can combine and stuff you need to go to sites outside the game, witch names does not even seems to have with cf to do. like winterblades, if you dont know the game or company then its really hard to come by.. 

The overall experience for me for this game:
If you are pve player then dont even try the game. if you want to craft dont even try the game. 
Its really gives ppl a hard time to start and you have to be part of a giant guild to even go to dregs before you do anything els, and as a new player with no info at all about the game, then i really wont play the game, and i am really disapointed. 

i really think the game can be great with more players and better scaling so all have a chance to play and not be part of the big guilds that kills you 1 min after you enter dregs. 
for pve i would really like a seperate world with raids you can enter, to kill bosses and get gear in same rarety up to epics and legendary as in dreds. Just where you dont get killed and looted by other players. 

If that not going to happend then for pve players stay away, i would not spend time on compliment a game i wont play.

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5 hours ago, MacDeath said:

There is very little in Crowfall that PvE focused players will find fun. I would agree that if you don't want to do PvP, don't play Crowfall.

Well... if you are into harvesting and crafting then you could still probably get some fun out of it if you are in a large guild who can protect you. 

I've never really got the I don't like PVP thing.  To my mind PVP is just like PVE but the mobs are (usually) a bit smarter ;)  Ganking?  Oh, but to be sure those kings and chiefs will gank you just a fast as another player if you keep trying to do the same thing.

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On 4/10/2021 at 3:54 PM, Anoran said:

I’ve been a longtime part time follower of Crowfall and decided to try it out since it is getting close to launch. These are my thoughts as a new player about the new player experience and the post NPE game up to level 30.

 

Thank you so much for taking the time to write such a thorough telling of your experience and point of view. I sincerely hope ACE developers read it as thoroughly.

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