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6.520.0 - Community Top Likes and Dislikes Feedback


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Hello Crows! 

It's time for a new Top 5 likes and dislikes feedback thread.  6.520.0 has many changes, and some that were requested in the last Feedback threads.  Please keep conversations out of this thread and feel free to create your own discussion about another response on the GD forum (seriously, it helps me go through the information easier). 

Top 5 likes and why (be brief please ) about 6.520

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Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

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HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

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HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

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HungerDome Tournament Server Let's hear your top 5 likes about HungerDome on Tournament Server

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HungerDome Tournament Server Let's hear your top 5 dislikes about HungerDome on Tournament Server

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Thanks for helping out with these feedback threads, we all greatly appreciate you taking the time out to help us understand your thoughts about the game! If you have something you'd like to see focused on in these threads feel free to let me know! 

ArtCraft Entertainment, Inc.  [Rules of Conduct]

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1 minute ago, ACE-Tiggs said:

 

HungerDome Tournament Server Let's hear your top 5 likes about HungerDome on Tournament Server

  •  Archetypes
  •  Lots of fights
  •  Built in parser
  •  Impactful loot
  •  Fairly balanced

HungerDome Tournament Server Let's hear your top 5 dislikes about HungerDome on Tournament Server

  •  Cc too powerful
  • Fog fully closing 
  •  Some gods lose god rez before others because they're on the edges of the spawn square
  •  Some arches are particularly bad
  • Not all classes available
  • Some hunger villages spawn with no loot

 

 

hoayaga2.jpg

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Top 5 likes and why (be brief please ) about 6.520

  • Easier access to SkyPoint zone in Infected is nice.
  • Adding blockers for importing gold and building materials into Dregs was good.
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Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  •  I talk to a lot of new players in general chat, and read their feedback on the forums. With NPE people can generally figure out how to play the mechanical aspects of the game like powers and stuff. But people generally get really confused about what to do when they need to switch to Infected to keep leveling, and even more so once they are done reaching 30 inside infected. Having to switch worlds for stuff is really confusing a lot of folks. There need to be more highly visible, intrusive almost, pop-ups that say - hey you need to find a guild and check out dregs with a group.
  •  Retention of new players feels pretty bad, I have no data like you. But it looks bad.
  • Generally speaking, a lot of people don't feel like playing Dregs it seems. The effort that goes into it is rarely justified about the potential fun that you get + any potential rewards. I'm starting to think that the hypothesis that people wanted something like Dregs is being proven wrong. Or what people thought they wanted is wrong, maybe something a little different. Highly encourage you to add a Faction campaign with looting rules asap. Just combine Gods Reach and Infected into one server, and then add a Faction-based campaign.
  •  Dregs badly needs handshake sieges. The siege schedule + nobody showing up to attack kills huge amounts of interest in players from even bothering to go into Dregs or play CF.
  •  I don't like how Dregs is centered around a throne war, rather than more self-directed goals and objectives. Nobody really seems to care about "winning"  - it would work better if people could choose what they wanted to accomplish like quest chains or Divine Favor individual/guild goals/rewards.
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26 minutes ago, ACE-Tiggs said:

HungerDome Tournament Server Let's hear your top 5 likes about HungerDome on Tournament Server

  • Client seems stable and I have had no issues with it.
  • Performance while outside of castle is quite good for me.
  • Having a separate client allows you to do other things while waiting for a queue. Such as launching Live/Test to play in a dregs.
  • I really do enjoy seeing flavour text pop up when a team is eliminated. (Such as "Y" team has been eliminated and placed "X"). Would love to see this expanded with other match highlights such as: "'X' team has a player on a killing 'spree/domination/rampage/etc'" or "'X' Team shut down 'Y' Team" flavour text. Keeping the flavour text team based instead of individual based will help hide which person/guild is on that team.

HungerDome Tournament Server Let's hear your top 5 dislikes about HungerDome on Tournament Server

  • Combat is not encouraged in HD. Player skulls and Kills/Assists should mean more in HD then just a inventory/scoreboard flavour text.
  • Castle/Keep/Fort control doesn't seem to be that engaging for a team as it's completely negated once the hunger hits the castle. Allowing for Purples to be purchased inside of a Keep would allow teams to fight to control the keep from other teams. Keep/Fort guards should also respawn after a time limit from when a new owner is established.
  • End hunger circle collapsing with multiple teams remaining leads to an RNG ending (which is crappy). This also leads to some teams being passive for the first 90% of the HD match.
  • FPS still drops once you enter the Castle parcel.
  •  The Tournament Client is the same size as the Test/Live Clients. A smaller and more streamlined client would be nice.

 

Official Moderator of the Community Crowfall Discord!  Come join the discussion @ https://discord.me/crowfall

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Top 5 likes and why (be brief please ) about 6.520

  • Factories nice
  • Water splashes!
  • Equipment only import => no more seed rushes

Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  •  Territory mechanics lack strategic depth to make them interesting (outposts, forts, keeps) - I'm sure you guys could come up with something better for such a central aspect of the game, so why are you not?
  •  Give Vanguard Scout back their bleed on Buckshot, Rhea!
  •  Ground targeted skill usage: I would like to have the option to press a butto to see the area and release the button to use the skill, instead of having to press the button once to see the area and a 2nd time to use the skill.

HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

  •  It's playable, potential to be a nice game mode or even mechanic for first keep/castle claims in campaigns if improved further

HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

  •  Barely players in the queue even though it's the most populated server
  •  Most archetype builds are really weak and even if they are supposed to be newbie-friendly that's not a reason to give new players some weak builds
  •  Schedule overlaps with EU siege timers, splits the playerbase but I understand there is only 1 primetime a day
  •  Critical bugs like not being able to enter a castle which should be easily covered by QA
  •  Tyrant picks a damage class but deals no damage, :( make him stop

HungerDome Tournament Server Let's hear your top 5 likes about HungerDome on Tournament Server

  •  It's playable

HungerDome Tournament Server Let's hear your top 5 dislikes about HungerDome on Tournament Server

  • Not getting 60 people queues, usually 30 people and that's a different experience
  • which makes me think how you will be able to get 60 teams together (we have 60 team slots for the tournament, right? aka 360 unique players)
  • Bugs with connecting and archetype selection
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Top 5 likes and why (be brief please ) about 6.520

  • Factories
  • Equippable only import camapgins
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Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  •  Too many damage multipliers in the game(Pen, Damage Bonus, Melee Damage Bonus, Final Damage Mod, Crit Damage, PHM Debuffer). Too many damage multipliers leads to huge spike damage abilities (Neckbreaker anyone?). But also there are other abilities that are way overtuned such as Vindicator Divine Light.
  •  Ults should just be a cooldown at this point to stop the ability to spam them and may need to differentiate how much each class gets for PDM.
  •  Armor has been nerfed too much and there is ALMOST 0 armor itemization. The biggest LOL is that chest pieces get dmg bonus too? Why not give more resists such as physical resistance 700? Even plate users get up to about 45% mitigations max and can easily get penned through that with abilities and weapon stats.
  •  Runics are still terrible. The stats on runics should be included as all stats on the end roll and not seperate rolls.
  •  Not enough to do in game or enough to get people in same location. EASY things to do would make Outposts on fire if guards being attacked. Have a kill notification in events tab when someone dies.
  • Need more of the divine favor system to give people to do. Whether it is personal or otherwise. Daily/Weekly quests would give direction and would allow players to all feel like they are "winning" in the campaign. Too many losers is a serious issue with the current system. Every player needs to feel like they have AGENCY. What they do has to feel like it matters and feel like they are being rewarded. Divine favor is the way to do this. Make it individual as well. Make us able to track our progress. Let everyone be able to reach the goal and get the reward. If 100 guilds kill 500 widgets each, let them all get something. If 1000 players sacrifices 100 widgets, give them all something. Make a player feel like what they do matters and that they will be rewarded for it on an individual basis.

HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

  •  Archetypes are now included.
  •  Easier access for new players to play.

HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

  •  There isn't an "archetypes" only queue. Would like one in future. This would be the "ranked" version of HD and be much more accessible for any brand new players. Obviously pop would have to increase to have two different queues. Check the queue times for archetype only and ANY and can see the preference for archetype. Can argue people prefer achetype only due to practice for HD tournament but I also think they like it because it reduces the chance of alot of cheese and balance issues ACE needs to work on.
Edited by Ussiel
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Top 5 likes and why  about 6.520

  • UI Changes are nice. Including the F10 to hide FPS / Ping Counter. Make more of those permanent options to hide FPS / Season indicators.
  • HD is interesting and fun, but still lacks integration into Dregs.
  • Performance is getting better and Sieges are getting to be much smoother.

 

Top 5 Dislikes and why about 6.520

  • CC changes are brutal for Melee classes: you will spend 50% of your time stunned. Melee needs to get improved Retaliate or Resolve mechanics vs ranged classes to compensate for having additional risk having to get within melee range to do damage. 

 

  • Predictable siege gameplay: Weak Siege engines and the current short 1 hour window leads to boring predictable sieges. Extend the window by 30 minutes to an hour, increase ALL siege weapon health by 5x-10x while reducing their damage. In theory this will make the "bombardment" stage of sieges a lot longer and create more gameplay for the defense and attack of the siege weapons. 

 

  • Boring Campaign Maps: Maps right now are too boring and predictable. Each zone is a Keep / Fort siege zone with littered outposts and small mob camps. Siege zones should remain as they are but "Adventure zones" need to make a major comeback. Create Adventures zones with no forts, keeps or banks. It should be highly risky to enter an adventure zone, put Massive mob camps inside of them where all of the special mobs can spawn, remove those special spawns from the small camps and migrate them to only the Adventure zones. Create dungeon sub-portals to isolated mob heavy dungeons. 

 

  • Weak and boring mobs: Mobs are insanely weak and boring. Take a look at a Normal, vs elite vs captains. Normal is a joke, elite is also a joke, and captain is about where mobs should START. Re-tool all mob strength and respawn time so that even normal mobs are about as strong as captains and their loot is upped considerably to start. People should be interested to see ANY NPC's right now instead of thinking "I'll have to swat 50 of these flies to get enough gold to do X" 

 

 

  • Lack of Content for Newbies: Devs need to create a Personal Divine favor system for each player. Each week or season the players would get 5 Divine favor cards to pursue (+1 option for VIP players) The weekly cards would be randomly pulled from a large pool for every player. Each player has the option of completing up to 2 of them each week/season with mini rewards unlocking for each of those completions. Further, for every completed divine favor card, the player would contribute slightly to their guild / factions conquest points. This will give non-sandbox players, newbies and bored PVPers something to do in downtime or when there is not much activity as well as getting people out in the world doing things in general.

fwhEhzK.jpg

 

The combination of Personal Divine Favor, Better campaign maps / Adventure zones and NPC mob adjustments would make all the pre-existing content in CF a lot more fun and effective for Newbies and veterans alike with hopefully not much Dev work needed.

 

Edited by Ranik

Shadowbane style advantage / disadvantage disciplines when? ~Yianni 1/21/21

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  • Hungerdome being scheduled during the fort/siege window is bad.
  • Hungerdome splitting population from campaign is bad. I greatly loathe MMOs that split off pvp population into instances. HD better as a between campaign downtime activity.
  • Outpost capture timer sound is anxiety inducing.
  • Undiminished chain CC. It's possible to be chain CC'd, to where one has about 1 GCD of action before another CC.
  • Recycled campaign maps, where only the resources nodes might be shuffled a bit. Gets boring to explore.
Edited by Nunkuruji
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Off format, but I hope this helps:

What is CF, exactly?  From an insider's perspective, it is somewhat confusing, and for an outsider, well, that goes without saying. 

New, prospective players, see the advertised "Hunger Dome" and think it is a battler royal game, yet people who've been following the project may be thinking, "I thought CF was a MMORPG?  What's this Hunger Dome thing?"  And, if new players buy in for HD, then they will expect the game to provide HDs all the time (that is what was advertised, and that is what they paid for).  And, people who've been here a while will expect faction based and guild based campaigns (that is what was advertised, and that is what they paid for). 

If someone asked you what CF was, how would you describe it?  Perhaps you could in a way that would make sense to someone who has never heard of it.  Yet, could you really say that your description will be accurate at launch?  How about 6 months from launch?  A year?

ACE can have all the different game modes they want (and I personally think that is a positive attribute of CF).  However, they need to be clear about what they providing to customers. Right now, it looks a bit like confused grasping (even if that is not what it is).   

“... [T]he pure light of chivalry... distinguishes the noble from the base, the gentle knight from the churl and the savage;... rates our life far, far beneath the pitch of our honour, raises us victorious over pain, toil, and suffering, and teaches us to fear no evil but disgrace.” --Walter Scott

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HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

  •  5v5 engagements feel pretty good. Obviously balance will always be a thing, but feels like individual choices and skill matter.
  •  Like the moving ring. Keeps things interesting. Would suggest having it move instead of close for final ring.
  •  Gryphons are examples of good creep objectives, solid design. their charged abilities could be more dangerous/impactful.
  •  Like having rez options. Would suggest maybe one additional rez point at the castle stage, and delay opening castle gates longer.
  •  Overall HD feels pretty slick. Feels more interesting than your typical mmo battleground. With some polish it will be a nice draw for Crowfall.

HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

  • Placement of vendors and fighting around vendors feels awful. especially castle vendors. please remove vendors from cap points and get the vendors out of the castle keep. Cap points reward a rez, why should they reward vendors as well? would recommend one more available vendor location during castle phase.
  • BR scoring/ranking needs to be based on placement AND kills. 'Winner' of round is last standing, but player rank, and tournament scoring should take into account kills. See APEX ranked play/Global Series for example. This is partly to promote fighting and discourage camping.
  • Itemization lacks any interesting choice. Please take a look at MOBAs for examples of interesting itemization paths/choices. Choosing to specialize in a mitigation/damage type, Stam + CC reduction, HP, something.
  • Dislike mobs being sprinkled around map, and the empty loot fest hunger villages. Mobs and Chests should be organized into camp objectives to improve presentation/feel and to promote hard decisions and conflict. Again, see MOBAs for good design of creep objectives.
  • Very much dislike the 3D map for this game mode. NEEDS to be flat, 2D, accurate, with all buildings, terrain etc. Again, see for example APEX's map. This is critical for planning and communication.
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Top 5 likes and why (be brief please ) about 6.520

  • Factories! +++ This should count for 3...
  • HungerDome on Live!
  • Melee Targeting changes! This caused many abilities to feel disconnected and disjointed from visual feedback.
  • Import changes!
  • Portal to SkyPoint!

Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better?

  • What is the purpose of Infected? Is it a starter zone or is it a Faction vs. Faction campaign? Leveling, farming mobs, and progression seems the only things worth engaging with. There seems to be no point to the PvP, no incentive to engage with it, and no rewards for it either. Why would I build up anything in infected? It is woefully insufficient to fill the hole of a full blown Shadow ruleset, Faction vs. Faction campaign, and this hole is sorely in need of filling to span the gap between current infected and Dregs.
  • EKs aren't working as a medium for trade. In the immortal words of James Carville, "It's the economy, stupid." We need a non-player-owned space to put vendors down that is low barrier to entry, so newer players can engage with the economy. It probably should have taxes to encourage player markets. It could be a free city in Infected, but my personal preference is a dedicated hubworld/EK (I've commented on this elsewhere). We need a way to search all vendors in a world.
  • Non-siege activities still need much iteration to drive more engagement and limit the boredom/grind. I've wasted so much digital ink on this topic. I'll just link the most current rant...
    Spoiler

     

     

  • The discipline/vessel changes feel more and more like an extremely shallow replacement for the passive training system as time goes on. The grind has destroyed my interest in playing during beta. Some grander scale progression system that promotes specialization but doesn't lead to large imbalances between new and old players is needed (e.g. ESO champion points). There are a lot of ways one could do this, but grinding discs is not satisfying as a progression system.
  • There is a very distinct lack of personal objectives compared to guild objectives. It is very easy to feel like one is simply a cog in the machine. Campaign objectives and rewards along with Divine Favor are not doing enough to provide personal objective and personal rewards for effort and time invested. Some kind of personal Divine Favor system, PvP ranks, or even just daily/weekly objectives a la Battle Royals would do a great deal of work in motivating engagement.
Edited by Pystkeebler
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On 4/26/2021 at 5:56 PM, DocHollidaze said:

 

I dislike:

-Farmed products are not picked up even when they drop on your character. Sometimes you have to walk over it three or four times.

-Healthbar looks like it is taken 1 on 1 from Minecraft

-When you are crafting is it possible to make the dropped materials into the menu sticky? Now you realy have to drag the materials to the marker very precisely.

-It seems not every beginning aspect of the game is made clear in the tutorials. refining ore, hunting etc.

-Criticals when farming material are showing up at moments, it is impossible to hit. Like you are allready in the final hit animation and lets say cut down a tree.

 

 

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Posted (edited)

Top 5 likes and why (be brief please ) about 6.520

  • Equipment only for the import ! Campaign are alive ❤️ and it's not as hardcore as no import :D
  • Many players came back with the HD tournament
  • Optimisation start to look good, we had fight 15 vs 30+ and didnt get anybody loosing much FPS
  • ❤️ factories  ❤️ , the job is done :D
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Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  • Glory cards are too much link to conquest point
  • Conquest is too much base on outpost and nightcaping bell r3 : 30 pts, outpost : 3 pts, nightcapper can easily get 20+ outposts and we are not on winter yet.
  • People are still able to destroy their loot just before being kill
  •  No Raid Tag, i should be possible to add a visual effect on someone for the whole alliance
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HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

  • easy to understand
  • many fights
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HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

  • Too many team dont die before 20th minutes,
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Edited by Aedius
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The complaints list in order of importance is 1:Outpost race is tedious at best and destructive for the playbase at worst 2:Gear differance is to big its unfun and uncompetetive 3:Tooltips for everything seems to be missing 4:Guild functionality feels weird and out off place (paying for a company/having to join on the website/etc) 5: Mounts feel to slow and being able to pay for mounts that are faster is preditory in nature and bad buisness in my humble opinion

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Posted (edited)

Top 5 likes and why (be brief please ) about 6.520

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Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  •  bringen in a real 3-Faction World - i know many players where there guild stop playing and there is nothing you can much do in Dregs with out a guild.
  •  many of the Beta Player see only Gods Reach / Infected. And Infected is a bad 3-Faction World without any win condition. maybe make the complete NPE on Gods Reach and change Infected to a real 3-Faction World

HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

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HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

  •  HD feels slow and boring at the beginning - why must we farm for gear mustly without PvP
  •  Only Fall/Winter looks intressing - there is where the players start realy figthing
  •  Maybe a change an let the players start with gear would make the pvp feeling faster
  • or less forts/respawn on the map - so you have to fight early to surive
  • Hunger Dome is NOT about fighting each other - Hunter Dome is about Hide and Survive.
  • Change the Hunger Circle at the End that he stop an let the last players kill each other / or give the Players who fight earlyer a Buff for each Kill or something what Players drive to fight and not to hide.
Edited by Famelor
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Posted (edited)

Top 5 likes and why (be brief please ) about 6.520

  • Water
  • New Trading - so simple yet so good
  • New infected map - very good now just offload the rest of the joining maps and have sky point as the playground that we've wanted for so long.
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Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  •  Dregs-I feel that most new guilds and players just dont get the game, dregs is still rather dull for 20 hours of the day, all the action is in the 3-4 hours in the evening. In the Q&A you mentioned the board game Risk, its something like Risk that you really need, having to be able to capture parcels would be really great. Basically guilds should pay to enter the campaign (just a small amount) and they start on the map somewhere along the edge, then they could basically work there way around the map taking land and upgrading outposts etc. Lock capturing overnight to stop night capping and there you go, a much better game in sense of territory control.
  •  Divine favour cards- i still think the wealth one which is normally something to do with keeps needs to change to allow for small guilds aiming for divine points can get them in this card. Divine favour really should be for the small guilds to fight over and the conquest board should be for the large guilds to fight over. Some cards are still pointless like the outpost capture one where the last hour of the season is really when the guilds do this card. 
  •  Lobby - New players just dont get the logging in and out all the time, the import and exports which has been a clunky and annoying system for so long. Just have Gods reach as the main hub with player market stalls and portals to the different campaign worlds. Everything should be run through Gods reach and not the lobby.
  •  Guild UI- Lack of in game guild UI is really hurting this game.
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HungerDome Let's hear your top 5 likes about HungerDome on the Live Server and why

  •  Its ok, could be better 

HungerDome Let's hear your top 5 dislikes about HungerDome on the Live Server and why

  •  Its taking players away from the main game
  • Hungerdome pop ups in game is very annoying, please stop it.

HungerDome Tournament Server Let's hear your top 5 likes about HungerDome on Tournament Server

  • Twitch commentary was pretty good. 

HungerDome Tournament Server Let's hear your top 5 dislikes about HungerDome on Tournament Server

  • Guilds having more than 1 group within the arena could easily work together, you need to hide player names from the players point of view.
  • The whole event seemed rushed, this should of waited till the game was released.
Edited by Fefner
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Top 5 likes and why (be brief please ) about 6.520
  • Water is pretty! I want a moat in my EK. River parcels when? 🥺
  • Factories are cool. They should be good with a couple more balance passes. With the harvesting changes last patch, we might be able to try equipment drops again.
  • Thank you for finally adding Alchemy and Jewelcrafting necklaces.
  • I don't know how long ago it was fixed, but thanks to the dev who fixed wall pieces not stacking after they were placed down! Best QoL fix yet!
  • Foods being buffed to 30 min is awesome. Bon Tipper, Sapho, and Pot Pie changes too are ❤️

Top 5 Dislikes and why (be brief please) about  (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

  •  I am once again asking you to MAKE EXPERIENCE ROLL OVER TO THE NEXT LEVEL WHEN YOU SACRIFICE! I should just be able to dump all my sac items into the fire and not have to worry that I'm wasting XP. It's frustrating, annoying, and I hate it!
  •  Please please please! Allow me to put purchases in Personal Chests. I know they can't be looted or traded so that's why they can't be put in chests, but please allow it for them to be placed in personal chests at least!Those can't be looted by other people. If you need to wipe EKs for whatever reason, just reset purchases.  I have more building deeds than I do tokens on parcels. I literally can't place all of them down. Please! I need space in my vault... :(
  •  RNG Crafting grind is 🤢. I can deal with RNG harvesting grind, but the crafting grind kills all my motivation to get better discs
  •  I still think using the lobby to switch between world bands is bad and makes the game world feel disjointed. Would feel much much better if you didn't have to log out to go to Dregs, Infected, God's Reach, or the Eternal Kingdoms.
  •  The campaign worlds world is very bland. If you've seen one, you've seen them all. Maybe it's because I've played during the majority of Crowfall's development cycle. Maybe it's because biomes were put on the back burner.  It just doesn't feel like there's many varied fights that happen on varied terrain. I feel like I'm having the same fights in the same locations, just in different places.

HungerDome Let's hear your top 5 likes about HungerDome and why

  •  Instant pvp
  •  Tournament Archetypes generally have decent builds

HungerDome Let's hear your top 5 dislikes about HungerDome and why

  •  Not enough peeps!!! 😩
  •  Guilds and player names being shown to other players. Would make the games feel better if there was just the team name and player's were the name of their race and promotion, i.e. Wood-Elf Frostguard from Illara's Stalkers instead of Yianni from Death

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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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