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Community Top Likes and Dislikes Feedback 07/14/2021


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Top 5 Crowfall dislikes (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? 

  1.  The game does not feel like a coherent world. And it feels more like a lobby that allows you to enter a 24/7 Battle Royale or Battle Ground. Honestly it's like a long running Alterac Valley BG from WoW. There needs to be way more done to make the game feel like a real world. The map needs to be an actual continent with 3 to 4 cities inbetween zones. There need to be more biomes. Etc
  2.   Way too hard to participate in the economy. There needs to be an AH. Crafting shouldn't require 5 people to make a single item. There are some games that could live without an AH, this is not one of them. Money basically has no value because what are you going to do with it really
  3.  Map needs to be bigger / have more objectives because getting in a fight every five minutes isn't fun at all. If I wanted to get ganked or zerged every 5 minutes I'd play a Battle Royale. PvP should be somewhat rare and exciting rather an a constant annoyance. You can not farm for more than 5 minutes without someone trying to kill you
  4.   The bank should not be a list.
  5.   Most progression is tied to guilds which really sucks for anyone that isn't a top member of a strong guild
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Top 5 Crowfall likes

  1.  Crafting, love how the materials matter into what you are making. Also how different professions are needed sometimes for different parts to a whole.
  2.  The maps because of their ambiguity. Too many games gives up too much info with maps and discourages learning landmarks. The lack of minimap is a big factor in this. They also feel large without being overly large, you hit a sweet spot really.
  3.  Classes, because they all feel viable no matter how jank I go with my talent picks. Building up a thematic character has never been as fun, since all classes split into three distinct different styles.
  4.  The PvP systems, love that I actually feel like it dangerous to venture outside the walls.
  5.  The gathering system is a welcomed surprise to a instinctual hoarder like myself.

Top 5 Crowfall dislikes

  1.  The pin of where you are on the map screen is unnecessarily tall.
  2.  The chat is mostly useless. Being in a guild I rarely look at anything other than the guild tab. Never straying. So chatting with random people outside the guild enemies and friendlies alike becomes unnecessarily hard if not impossible. A chat tab only for those within a certain range would be nice. As well as a way to merge different tabs.
  3.  Parcels, I was sad to see no way to craft or buy ingame the other more interesting parcels already available to buy for real money. I can see why they are not but maybe think about expanding the availability to the players not able to afford otherwise.

Top 5 bugs on LIVE

  1.  A 1x2 or 2x2 item in the inventory will not let you move it one square down because it is blocking itself.

Team members question

  •  What made the decision to have a 3D map and not a 2D one?
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Top 5 Crowfall likes

  1.  Combat & PvP
  2.  Game rewards good team play and guild coordination. 
  3.  In depth Crafting and Gathering 
  4. Good loot system for PvP (Especially in Dregs)
  5. Great character building.

Top 5 Crowfall dislikes

      1: Bank needs work
          Bank size is way too small in dregs
          Bank needs search, sorting, and tabs. 
          Guilds need a bank. (Mainly in dregs cause no EK)
    
     2: Map needs work. 
          Isometric view does not play well with mouseover
          Sometimes flags are miscolored
          Turn timer repeatively goes to 0:00 between actual timer
          Loading time is literally a crowd control on your character
       
     3: Guild and Friends interface needs work
          Let us create guilds in game
          Let us accept members in game
          Let us invite members to party in game (And friends list)
    
     4: Chat box needs work
          Tabs are not able to be customized? (Maybe they are? TBH the interface is so terrible I haven't even tried)
          /whisper sticks you into whisper mode and cannot be backspaced. 
          Give us Say Chat

     5: Eternal Kingdoms
          Logging out and then back in for an EK makes them feel disjointed from the world. Give us a menu to swap to them.  (Maybe an advertisement board?)
          Honestly the entire relationship between starter worlds, EKs and Dregs seems very unintuitive to a brand new player and personally turned me way off the game day 1. (Glad I stuck with it..)

I made a more complete list of feedback here: 

 

Team members question

  •  What is the next piece of content planned to keep endgame interesting?  Also the dregs system seems like it will eventually create a large gap between vets and fresh players.  Will we see fresh progression dreg seasons?
Edited by Noobzori
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I have followed this game since the very early stages and have been incredibly excited to see a new take on a PVP focused game.  There are soooooooo many good things about this game that have so much potential.  So please know this post comes from a good place and wants nothing more than to see this game succeed for years to come.  Unfortunately the overall design of the game will see a very fast crash as been seen many times over across many other games.  Key concept: Zerg games don't last.  

I propose the following simple concepts (all focused on Dregs) to promote a healthy player base where everyone feels they can contribute.  

  1.  Each Dregs server needs to be somewhere between 5-8 different zones that are all about 50% of the size of the current zone 
    • Same amount of square footage just more options
  2. Add a Alliance cap on each of these zones in the range of 40-50 players each
    • The cap can be different per zone 
    • This will force people to play across many different zone and people like Winterblades in US East Dregs will not be able to cap and hold a whole zone with no hope of taking it from them
    • This additionally will resolve most of the major server issues that have turned this game into a PVE simulator (the only functioning part of the game on US East)
  3. Lower the required materials to level crafting 
    • The current system makes it impossible for smaller guilds to ever have a chance and is killing the new player base
    • An alternative to needing 150+ people gathering all-day would be to set a timer on upgrading Disciplines (ie. once every ~5 days you can upgrade each disc)
    • This way, no matter the size of the guild, they can keep up in tech and have a fighting chance

I think at least taking those 3 steps would do wonderful things for the game and the community.  I know this likely won't go anywhere but I am hopeful that a couple people will read it and at least help push some of this along.  I hope to come back to this game soon and get some really amazing RVR in. 

Best,

Loc

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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. The group and solo combat
  2. The class trees
  3. The  warfare
  4. group harvesting
  5.   

Top 5 Crowfall dislikes (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? 

  1.  Lack of FvF, because it prevents non-elite guilds from participating in campaigns.
  2.   The in-game chat, because it makes communicating in-game almost impossible
  3.   The clunkiness, the flow of using abilities and that getting CC'd during an animation will stop an ability but cost the cooldown timer
  4.   The in game UI, because it's just not up to industry standard, especially for a $30 game (or however much it cost)
  5.   The siege window, it needs to be changed to have areas or zones be active instead of random keeps throughout the campaign

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1.   Game crashing on close
  2.   
  3.  
  4.  
  5.  

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1. I would just ask why it feels like the feedback of the elite few are valued over the larger player base and how that issue can be addressed?
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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. The character models and outfits look gorgeous.
  2. The music is really nice, especially out of combat.
  3. Customising characters using talent tree + disciplines is interesting, and so is the fact you can have different qualities of the disciplines.
  4. There is a relatively nice selection of activities - I like escorting the pigs to get resources.
  5. The idea of campaigns is great, I also like the fact there is God's Reach as a less restrictive option to start with.

Top 5 Crowfall dislikes (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? 

  1. The animation controller is very basic. The animations themselves are ok, but they transition very sharply and make the movement / combat feel less impactful.
  2. Inventories are a pain to manage / navigate. I'd love a sort option, plus highlighting eligible items when crafting.  
  3. The map is very slow to open, making me rely on the compass most of the time.
  4. The chat is quite limited and so are the group / group loot options.
  5. I wish there were more 1-2 player activities to do in God's Reach similar to escorting the pigs, like more frequently capturable areas or more boss monsters.

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1. It's difficult to target the harvesting node weakpoint, plus they don't register the weakpoint clicks some of the time.

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1. It would be cool to see a roadmap, to feel reassured there is a long-term plan (even if it's only small features / fixes in the short term).
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Top 5 Likes

  • Being able to design tools the Crowfall community uses and wants
  • Being able to give back to a game that has provided endless hours of entertainment
  • Watching Crowfall launch
  • Watching ACE handle launch day issues with grace and calm attitudes
  • Getting my Collectors Edition in the mail (still sealed though, one day it'll be worth $$$)

Top 5 Dislikes

  • Disabling Population metrics because you think it makes you look bad. EVE Online never hid their concurrency numbers and neither should you. Anyone saying Crowfall is a failure, doesn't realize it was targeted always towards a niche audience. Own it. Improve the game. Watch the numbers go up.
  • Your inability to prioritize things that actually matter; like how to handle population challenges at launch. I know for a fact dozens of talented players told you handshake sieges needed to be a thing for two key reasons; population burnout from attending no-show sieges constantly, and the ability for enemies to zone lock you with population caps. 
  • Population Caps on zones, Client Performance (related); a technical challenge other MMOs have somehow mastered but Crowfall failed to address during development.
  • A blind ignorance that zerging would be a thing; pretty sure Blair told us once that zerging in Crowfall wasn't going to be possible because of collision. How's that dream working out for you?
  • Lack of ownership that the challenges facing Crowfall are all self inflicted gun wounds. An inability to keep players engaged in Dregs? Whatever could be the cause? Maybe a lack of Factions campaigns that were promised in the Kickstarter? 

Speaking of; $1,000 to get a guild logo into the game, and that promise has drifted into "maybe sometime in the future".  I know when I buy video games, I personally enjoy spending $1,000 on things and getting them at an indeterminate time in the future. Seems like a solid business model. Oh wait Kickstarter excuse, cool.

Edited by Scree
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Can we please get rid of raid bosses that are stealthed? It's such a downer to be minding your own business and take 6k damage out of nowhere and then dead next hit.

Also, if youre a group actually considering doing raid bosses, its real annoying to not know if theyre up or not because, you know, you cant see them. It's just all around bad.

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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. Skill system - It's really nice to have the ability to customise builds to such a high degree. It'd be nice to have even more options within the skill tree, and some majors are just heads and shoulders better, but it really helps build diversity.
     
  2. Crafting - Cool system, but it'd be nice if specific stats could do more for counter metas. There's a lot potential in crafting, but it gets a little tunnelled into max armour or max damage, instead of another way to counter a build meta or tailor your build further.
     
  3. Core systems - There are great bones in this game. Everything is fun, combat is fun, the gathering is fun, crafting is fun. The only real letdown is that dregs isn't really every guild for themselves, and combat suffers on a large scale.
     
  4. Most classes are pretty unique, and their specs significantly change their playstyle. Some specs need a buff or a tweak, but overall, most classes have 2 or 3 viable specs; sometimes, it's just an L2P issue.
     
  5. The sound work in this game is excellent. Constantly impressed in new ways by the SFX and stereo sound.

     

Top 5 Crowfall dislikes (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? 

  1.  The focus and kowtowing to the demands of large guilds and alliances. Like handshake sieges? That just reeks of "we got zerged by a bigger zerg, how unfair". Even Dilbo's guild got flak from some of the biggest guilds in the game for tagging all of his members to come to defend their home keep. Definitely feels like "Rules for thee, not for me", and it definitely seems though they have your ear and will do anything to preserve punching down.

    It feels like a can of worms, but big guilds are the anathema of a successful throne-world simulator. Large guilds may say otherwise, but the reality is the larger a player organisation is, the more it counter-intuitively squeezes out actual gameplay. You start seeing player organisations bringing enough people to pre-lock zones, crash servers, and steamroll with a pop advantage. Some will say that these are fair tactics, but is it good gameplay that's winning or meta-gaming? The win-at-all-costs (WAAC) mentality is something that many games struggle with and has been a massive negative of many table-top communities. People will try and play around the rules or design of a sandbox for advantage. It's up to the designers to actively create scenarios that disincentivise the WAAC mentality. It's just unhealthy for the game's population.

    Large guilds like to pretend that having numbers and a big stick is part of some MaStEr StRatEgY and PoLiTiCs. The more small factions you have to deal with who may be of a similar power level, the more it is required to capably exercise the skills necessary of a throne-sim; politics, strategy, logistics, etc. 

    Say you're a 40 person guild, negotiating with two or three 30 person guilds, versus a 450 person guild negotiating with a 50 person guild; when there is more tribalism the power dynamic evens out, and actively requires use of those skills to muster an equivalent force that a 450 person guild could field. Even in real life, monarchs relied on managing the relationships of their vassals for a fighting force - it's why rebellions make such interesting history. Large, consolidated guild structures severely limit the ability and need to manage such factionalism.

    The current focus on large guilds and alliances also pushes out pretenders to the throne from getting a toe-hold on the dregs map, constricting progression and turning the game into a mess since fights are between power-blocs or power-blocs squeezing out smaller guilds completely. The game simply can't handle 200 players in a single spot, and a battle of 20v20^10 is still a mass, 200 player battle, but it's more likely to be spread out and less centralised into a single death ball.

    Somehow, we see many big guilds thinking, "this is fine" when Crowfall is turning into less of a PvP game and ultimately turning into a PvE and dead game. Big allied blocs killed EVE China, Mortal Online, Darkfall, and many other sandbox-style PvP games, simply because they disincentive fighting through sheer player mass. While "join us or die" sounds excellent as a gameplay feature, the reality is people will choose to die and then stop playing. Kings of ashes. Power-blocs in games only fail through infighting or due to a bigger power bloc. The formation of new or bigger power-blocs is very rare in any game (just look at the history of EVE, you maybe get 1 new bloc every 2 years).

    Smaller guilds might try to influence the map, but currently, outside of outposts and respawns (real small fry stuff), any small guild attempts to make an impact or progress in dregs, they are rolled over by the local power bloc of hundreds. Already Crowfall is starting to turn into a Downton Abbey style throne-sim, where blocs strong-arm and mascarade gentlemen's agreements to war, instead of a Game of Thrones-style bloody conflict with multiple more minor factions combining to raise an army. The room for the minor factions simply doesn't exist with Crowfall's small maps. The mega alliances' sheer size has ultimately squeezed any sense of striking out to take the throne for many small guilds.

    30 players in most MMOs is a pretty reasonable force and relatively easy to achieve. It's only in the open sandbox RvR games do you get the mega guilds, and facing 170 with 30 is nearly insurmountable odds, particularly when you start to factor in things such as damage floors, aoe caps, or poor server performance. It's doable, sure, but not for the average (or the majority) of players. At some point, you have to decide whether you want to curate for the growth of Crowfall, or let the big guilds make a mess of things (as they usually do in other sandbox pvp games) and see how it plays out - hope isn't a strategy for success.

     
  2. Crafting resource requirements - I get that it's part of the drive for guilds and working together. Still, I think the costs are a bit upside down and to the detriment of the new player experience. It doesn't make sense that new players are punished for crafting, as advanced crafters start moving into high tier/quality materials, their resource crafting cost is also reduced for lower-tier mats. This reduction impacts white and green gear and as you move up into higher tier belts it becomes less relevant. It currently further funnels materials to those already being funnelled, purely because it's more efficient. It kinda leaves players starting out in the wrong spot - they really can't get going.

    Might it be better to have resource costs scaled? For example, with blacksmithing, it might be 3 white ore, 4 green ore, 5 blue, 6 purple, 6 orange, and as belts are improved, it goes to 3 white, 3 green, 4 blue, 5 purple, 6 orange, and so forth.

    180 ore for new players is prohibitive. It really shuts down new players from crafting experiencing a big game loop, particularly since their resource yields are super low due to not having food or levelled up disciplines.

    This, in my mind, is feedback around the new player experience. You want players to dabble in crafting and sort themselves out a bit, explore the systems, get a feeling for it, and naturally progress upwards into guilds.

     
  3. Exporting to the Starter Worlds. We're already starting to see players coming to the starter worlds and new player areas, like the Earth spawn in Skypoint and just dunking on newbs with crafted gear. Like cool, it's meant to be a harsh and unforgiving world, but at some point, you have to make sure players get into the game, and getting griefed into spawn and giving up means one less player playing the game. Every player counts, and if Crowfall is to succeed in recruiting players, the entirety of the game's introduction should be a reasonably curated experience.

    It doesn't make sense that such a power disparity is allowed - there's no problem coming in with War Tribe gear and stomping on newbs, but properly crafted gear is another step up; the power gap between a 110 damage weapon and an 84 is noticeable

     
  4. Loss of PvP momentum due to durability loss on death. The durability loss on death is a thing - we get why etc., but it slows down the ferocity and bitterness of fighting. Sometimes you want to fight to the last man, and you're either naked or you have to lose time re-equipping party members and stuffing around getting the ball rolling again. Sometimes you want to go go go and fight fight fight, and you can't because someone has broken something. It's really noticeable in very see-saw or swing and roundabout style fighting.

    If you want another example of why it's bad - you can straight up just camp respawns to deliberately break their gear. Not good for the game, not good gameplay, but it's a system, and it will completely destroy morale. Nothing worse than hearing about people being unable to come back to a fight because all their stuff is broken and they're done fighting for the night. It can be a lot of effort to gear up adequately and completely undone in a few fights. It doesn't incentivise fighting, doesn't help to facilitate it as people either avoid fights or stop fighting, which is not good for the overall player experience, and that's not good for Crowfall.

     
  5. Keep Timers & Forts - Like cool, I get that it's to prevent NiGhT CaPpInG, but in my experience, what's really night capping on global servers - people still fight over what gets capped. There's still fighting. Just because your NA zerg is super strong, but you lose gains at night isn't an imbalance. Usually, alliances are made with other timezone guilds to help cover different timezones. 

    Timed fort fights only happen in the last few minutes of the timer - try to push the defenders off and hold the point before they can regroup. Basically, 55 minutes of standing around for 5 minutes of action.

    Also, I don't see the point of forts outside of conquest points - surely they could be made into mini keeps (bank & respawn) for smaller guilds to hold. It'd be interesting to see if there was a tax on holding multiple keeps, preventing massive consolidation of scores into the mega guilds as we see in US East. The score curve on both East and West is massively proportionate to size, which most player organisations are not.

 

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1.  The ability to downgrade crafted items to lower tiers to use lower tier mats in the factory. It's being abused by the big guilds to mass produce strong weapons using white materials - I have proof of a 98 damage crafted white mace, and better other stats than a blue, like what? Please lock crafting to the same quality tier for components. I wouldn't be surprised if this was a piece of information sat on by some of these guilds through alpha.
     
  2. Disappearing nameplates and shields - very confusing in big fights when things start to disappear.
     

If you could ask the Team member one question, what would you like to know? Be nice, seriously don't be a jerk. 
I don't know who this is appropriate for, but guinecean confessor when?

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From a completely new player who started last week.

 

Top 5 Crowfall likes (things you feel we're doing great on). 

1. Australian server

2. Combat is fun and complex, I’m learning a lot day by day

3. Harvesting and crafting is fun and complex

4. Meaningful interaction and a sense of danger in the world

5. Huge potential 

 

Top 5 Crowfall dislikes (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? 

1. Chat system makes it difficult to connect to people who you aren’t currently connected to. Chat system needs to be reprioritized since it is how new players with no friends interact with people in the game. Going onto the forums shouldn’t replace in-game interactions. Whispers lost in Me tab which includes combat. Maybe chat bubbles would be good? Less / commands please. I only found out about CTRL-TAB to switch between chat windows much later, that needs to be told earlier as it is the only way new players who don’t have friends will be interacting with the game at the beginning.

2. It’s hard to recruit solo players in the world who are not guilded, into your guild, due to the lack of chat and communication functions within the game. This would be a win-win for the solo player in this type of game. It should all be able to be done from within the game in the easiest way possible, this should be a priority for this type of game. This will also resolve new players getting griefed in PvP who went in solo. It should not be relying on forums. Being able to click on a discord link within the game, since the game is so heavily reliant on it, should be possible to make it easier for them to link up with the guild.

3. Poor documentation inside and outside the game, sometimes it is really hard to find out information, or even refer to the information I covered in the tutorial. It only really clicks after getting context, so it would be good to refer to it. The internal help should be more featured to cover topics both mentioned in the tutorial (to revise or expand on) and further. A lot of information online is also outdated, so a place with up-to-date consolidated information would be handy.

4. Lack of Australian campaign map, although I completely agree with the current reasons for it, it is still a dislike. 

5. It's clear Zerg based gameplay needs to be toned down in guild vs guild. Just some ideas here, please add to the pile. Suggestion 1: Make it so guilds naturally split after, for example, 200 players (or something relative to zone cap) into sub-guilds, and that friendly fire can occur with people in the same guild but separate sub-guild. Likewise with alliances. Suggeston 2: A reduced far sight on a detected zerg blob moving around the map (i.e. not in a keep or fort), and/or an increased far sight on that zerg for other non-zergs to see them. So they are penalized for blobbing and so people are more able to choose whether to engage them or not. This could also apply in any future Faction vs Faction, and even in the current start world PvP zones.

 

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

1. Inviting a friend into a murder from the Social tab seems to always break, and I can’t invite them into the murder any more through the /invite

2. Using whispers has resulted in my mouse not responding in mouse look mode (ESC -> inventory and menu was fine). Had to log out of server to resolve.

3. The Hungerdome reference in the top left of the world select doesn’t make any sense or has any context? Why 100 Hungerdome rating? Also the social tab seems to add people there but not into my actual in-game murder? Perhaps the source of the bug?

 

If you could ask the Team member one question, what would you like to know? Be nice, seriously don't be a jerk. 

Will you be marketing to South East Asia to increase the player base for the Australian server?

Edited by LashLash
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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. I like some of the classes they are fun.
  2. Eternal Kingdoms
  3. Keeps/Forts
  4. Starter Quests
  5.   Cooking

Top 5 Crowfall dislikes (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? 

  1.  Lag in PvP is horrible and getting worse
  2.   Game performance is getting worse across the board
  3.   Zoning performance is slow and in Dregs during PvP unstable and can crash you
  4.   SAC experience is like watching the grass grow, harvesting and getting harvesting disc drops as well
  5.   Artwork

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1.   Game has never closed properly when logging out, always crashes, freezes etc.
  2.   View distance is inconsistent, can't see anything until its close regardless of setting
  3.  Heralds one shot you, despite having no LOS and over long distance
  4.  Sometimes guild/faction, icons over player heads vanish
  5. Timers are messed up

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1. When will we see more substance in this game? A I keep hearing from friends that tried the game, they quit because they feel their is not much to the game after level 30.
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1. No shared loot is weird 

2. Having to pay to sell items is stupid 

3. No type of daily quest at 30 or there after

4. Guild should have a guild bank in the main zone

5. Outside of pvp the game is very boring.

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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. The Star Wars Galaxies inspired crafting system and player-driven economy is perfect for encouraging players to rely on each other and cooperate in order to win.
  2. Having a win condition to this game creates a shared goal for the players. Eventually everyone gets tired of the grind, and I typically use that as a measuring stick for when to put down the game. But now there is purpose/payoff to the grind.
  3. The smaller fights feel great and the proper use of abilities, tactics, strategy to winning play out nicely.

Top 5 Crowfall dislikes (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? 

  1. The NPE is counter-productive and serves as a bait-and-switch for new players. They either come to a PvP game and are forced to play hours of PvE, or they're presented with a standard MMO experience and don't understand how to get to the meat of the game once they reach the end of the NPE. Not only that, but the part where you join a guild is skippable. I was able to reach level 30 without ever joining a guild. And all that leads to why new players are asking how to solo the game in chat. The NPE is failing to accomplish what it is meant to do.

    My suggestions:

    a. Address the player directly to explain the game rather than the character. The stuff about Crows and The Hunger and other lore can be peppered throughout the start world for players to explore later if they desire. No running around from NPC to NPC. Just teach the game mechanics.

    b. If the point of the NPE to have the player learn their class progressively, then just throw them in an arena/tutorial. Teach them about a class ability and throw them a challenge that forces them to use it to survive. "Beat this enemy and block at least X damage." As I recall, Final Fantasy 15 did just so when starting a new game, and it was effective.

    c. Leveling to 30 is just a chore, and completely unnecessary to experiencing the core of the game. It seems to only exist as part of the NPE, and just delays a player from actually playing the game. I think it is so unnecessary that the level/experience system should probably be pulled out entirely. Or perhaps just those first 30 levels, and instead limit grinding XP to the uncommon vessels and higher. If the uncommon vessel being "Level 1" or a player maxing at Level 5 sounds silly, then just don't call them levels. If you think about it more like an RTS, having a unit level up only 5 times (Warcraft3) or get 5 promotions (Civilization6) isn't unheard of.

    d. It needs to be stated clearly to new players that they will not survive or succeed if they try to solo this game. They must find a group and/or rely on their guild to survive, gather efficiently, or if they want to pursue any crafting profession. Because they cannot realistically do it all on their own. Force them to join a guild and then the NPE needs to have them join a group to continue. Don't let this be optional.

  2. The larger PVP fights in dregs are just clumps of players moving around together. This seems like a natural progression from the smaller fights feeling great, but add too many people and that dynamic turns into this. Something needs to be done to encourage players to spread out on the battlefield. I still haven't pondered this one much, so I don't have a perfect solution in mind. Maybe restrict AOE stacking?
     
  3. Here's an easy one: Switching hotbars with Z, V, and U is horrible. Why use three different buttons for basically the same function. I haven't played all the classes yet, but I haven't seen one that uses all three.
    Suggestion: Just make Z alternate between Melee/Ranged or Melee/Stealth hotbars. 
     
  4. The weak spots are appearing in impossible to hit areas of the resources. For example: They show up on the legs of Elk, higher on a tree than I can tilt the camera, on a part of a mining node that is invisible or clipped inside a motherlode.
    Suggestion: Can these just be limited to reasonable areas of the models?
  5. I understand that the chat/voice/friends/guild/alliance/social components of the game are still being developed. However, because guilds are vital to properly experience the game, I think a guild that doesn't use Discord or some other external solution isn't going to succeed. Allowing players to properly coordinate in-game is going to be important. Looking forward to see what happens here.

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1. Inviting a friend via the Social menu (P) will create the group, but the group bars and compass icons do not appear.
  2. I've noticed is that walking on grass plays a splashing sound like there are puddles.
  3. After changing "Expand Tool-Tip" to another keybind, the UI still says to press Left CTRL.
  4.  
  5.  

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1. I recall the game originally was going to allow players/guilds to place their own buildings and walls but that this was shelved some time in alpha due to a technical limitation. Is there a possibility of this feature coming back, or was it deemed impossible to implement?

(Edit: I wanted to clarify my comments, as I've given them more thought after playing more. Also found more bugs.)

Edited by Livek
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Dislikes - New Player

Brand new to playing the game, so that's a point of context.  It's possible something I dislike is my not knowing how to make it happen.  Still, a relevant new Player experience view.

1. Dislike Text style in the UI.  Size, too small in many instances, Text Color vs background doesn't have enough CONTRAST, particularly where there is tiny lettering.  The (light grey?) lettering vs blue or dark blue background isn't great., I've got some Astigmatism, so those lines of text aren't crisp and clear, and being smaller in size without higher contrast means I have to lean my face into the screen to read them.

This is a unique problem for me with Crowfall.  I've never had this issue with other games that I can recall.  Better contrast on lettering is needed, particularly the small stuff.

2.  Dislike Chat.  Needs some work 

3. Dislike Inventory.  No abiility to Sort.  Could use category organization functions (e.g. Wood, Stone, Armor, Weapons, whatever).  Make it helpful to the Human to store, manage, review and find stuff, instead of it being a deaf, dumb, and blind inventory mechanism designed to be annoying and onerous.

Making a combat system and player classes "fluid, flexible, challenging, and balanced" is the challenge.  There's no class-balancing complexities with Inventory and Stock management.  Just think it through and implement some basics to managing bunches-of-stuff of differing kinds that have to be shoved into a closet.

Edited by Bramble

“Letting your customers set your standards is a dangerous game, because the race to the bottom is pretty easy to win. Setting your own standards--and living up to them--is a better way to profit. Not to mention a better way to make your day worth all the effort you put into it." - Seth Godin

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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. harvesting system is nice.
  2. crafting system is good
  3. no more comments
  4.  
  5.   

Top 5 Crowfall dislikes (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? 

  1.  Better optimization so the game is not a slide show and fps drops to 10 in bigger group fights 
  2.   Zerg groups should not exist, i know its mmo and pvp based, but since the launch of the game, its been unplayable due to zerg groups all the time. Its not fun to play.
  3.   alliances are WAY to big, EU dregs all big beta guilds have allied up and zerg all and no one have a chance. so again the game sucks so hard on that part. and alliances should only count for " 2 small guilds" or so, so they have a chance.
  4.   The launch of the dregs campaign was released WAY to early and no one was ready for it. with alot of new players and old guilds zerging. so the game is clustercustard
  5.  xp nerf, and the xp counter to lvl 31 is way to high. Should not take that long to gain 1 lvl.

    6. Make your social interface and make it so you can invite ppl to party instead of the 1995 text based invites, cause some ppl have insane names to spell.

    7.  dont allow guilds to run 10+ man groups zerging everyone. you loose so many players due to old guilds running zergs and destroy all they see. it has killed the game for alot. 

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1.   Game crashes,  when you close the game.
  2.   Gfx is missing sometimes, when you die, or load in a zone.
  3.  Sometimes an item bugs in your inventory so you cant move or sell it. 
  4.  
  5.  

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1. Seems like its not worth it askin a question
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I know this is cheating but i decided to write those as i think of it.

Top 5 Crowfall dislikes (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?

1. Yall really need to tone down on one trick mechanics. I just fought a sin (snowye you gonna get your class nerfed, girl. Take it easy) and I just realized that their power that do insane damage isnt actually an ambush power. So despite me getting her on the wrong foot it doesnt actually make a difference, she still hit me for a 2.4k hit.

To take things into perspective, im gonna math it out.

The total damage was: 11538

Of that Decimate did:  4949 (42%)

And backstab did: 2659 (23%)

Rest: 3930 (34%)

This with me fighting inside protection stake. i dont think I managed to get an wee one on her tho. Died too fast,  basically i fought her for 15 secs, then she ulted, then we fought for another 15 secs. (yeah, 29.2 secs total)

But this is NOT about sins per se, god knows i have complained about sins and their stealth ad nauseum before, but about this sort of unidimensional class design. Im sorry but spamming 1-2 powers shouldnt be a thing. At all.

Same as champs Q spamming. And in a certain way the 'press trap master to win' in wardens.

I honestly thought those powers were 'ambush powers'. I mean, if you need to creep on someone and then do some combo then yeah, go crazy. There is whole process to getting the big payoff. It makes sense.

I was legit confused. "How did an assassin manage to do this much damage after completely failing to do their class thing?" Turns out they can actually hit for 2.5k anyway. The stealth thing is completely unrelated.

Honestly, i cant understand how as a designer you would let such 'flaw' last this long. There is just no logic to it.

Again, is the same with alphas:

"So what does this class do?"

"Well, it presses this one button really hard."

And wardens too:

"Oh, so this class will use traps? You mean like, super reliant in positioning and thinking ahead of where the opponent will move so they can place traps to get the most it?"

"Well, we were thinking more of pressing a button to activate and then just poop traps everywhere."

Again, i will say this one more time because most people will think this is a 'pls nerf the class that killed me' post. It is NOT about assassins, but about the whole design and planning of how classes should work. It is a problem that should be solved if we want a more interesting game.

Edited by BarriaKarl
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Dislikes:

  • Grinding mobs is really the only way to level up your character. What about allowing us to gain experience from killing other players (with extreme diminishing returns), capturing point or turning in objectives.
  • Performance is still not great, especially when it comes to the backend. Extreme hitching and teleporting in large scale fights.
  • Combat is still very floaty. No real feedback. Most classes play like a flowchart.
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Top 5 Crowfall likes (things you feel we're doing great on). 

  1.  Open world pvp.  Feels great, as a long time DAoC player, this fits my guilds and my own play style.
  2.  Crafting system is great, but there should be some more documentation on everything.
  3. Item durability is a cool concept.  Gear constantly breaking allows for newer people of the game to join and be able to compete. 

Top 5 Crowfall dislikes (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? 

  1.  Looting needs a better system, There should be a need/greed option and group loot (every other mob the person can loot or something)
  2.    Get rid of the 3d map, its a clunky design and lags players out when opening and hard to tell your correct position without zooming in.  Instead make a map that can be used while still seeing your character.
  3.   Chat system needs an overhaul, Let us customize what text we see in the chatbox.
  4.   Better vault system,  Needs a sort by rarity, needs a sort if sacrifice item, needs crafting tab and sort by each craft.
  5.   More character slots.  I shouldnt have to pay half the price of the game just to unlock some more char slots.  There should be a char slot per class.
  6.  There needs to be something that allows small guilds to participate in the dregs.  I am currently the guildmaster of a guild that has about 40 people in it.  There is no way that my guild can even compete in that zone without getting rolled over by numbers more than our size.  Especially since that zone is how one can get better gear.  There needs to be another zone after Sky Point which would allow you to grow more.
  7. There needs to be some type of character progession based on pvp.  There needs to be a currency that is given per player killed, and that currency can be used to gain items, and there needs to be a ranking system.  Take daoc for example with realm ranks.  There needs to be some type of faction rank that would make the player want to keep playing that same guy.  Without this the game will get stale because all there is right now is leveling and pvp.  There needs to be more character progession.

 

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1.  Will dungeons ever be a thing in this game?
Edited by Kurbsen
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Top 5 Crowfall likes (things you feel we're doing great on). 

  1. PVP is very fun and exciting.
  2. The loot system is interesting the further I get into it.
  3. I like the art, 3D models look great etc!
  4. I like how this game reminds me of a bunch of other games, DAOC, The Legend of Zelda Ocarina of time, etc
  5. It's cool that this thread exists to take our feedback, thanks for that!

Top 5 Crowfall dislikes (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? 

  1. The map could use an improvement, it would be cool if it was part of the overlay that could load up very fast. Maybe partially transparent so you can see whats going on with your character while looking at the map. Maybe being able to see group members on the map as well would be nice.
  2. I feel like there are too many knockdowns in rvr fights, maybe the immunity should be longer each time you get hit  with a knockdown in a certain amount of time.
  3. In Dark Age of Camelot you had realm ranks, it was an appealing part of playing the game over a long course of time. Something like that would be amazing in this game, long term progression for pvp!
  4. Random clunkiness like the fact that you can move around with a menu open but you can't do anything else like abilities or getting on your mount.
  5. The chat system could use an overhaul.
  6. Item degradation feels a bit bad for pvp loss. What about a system where you can repair items but the overalll durability eventually goes to 0 and cannot be repaired further, similar to DAOC. Make it so repairing requires a black smith and another trade or something to encourage more tradeskill usage.
  7. Loot system needs an overhaul, could use a way for group leader to determine how loot works.
  8. A gold in inventory overlay showing how much gold you have in your inventory would be sweet, I accidently ran out with a bunch of gold and got ganked and was sad, if you could see it right on the overlay would be nice for that kind of situation where I forgot I was holding it in pvp ;3

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

  1. Crosshair showing up at weird positions when harvesting.
  2. Changing faction doesn't update immediately so if you change faction and then go through a portal you will get  repeatedly killed by your old faction until relog.
  3. General clunkiness when having a menu open, can't mount, can't use abiilities, can still run around but thats it.

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk. 

  1. Can you guys put in Proximity Voice Chat? I think it would be hilarious and awesome!
Edited by Burglebutt
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 Top 5 Crowfall likes (things you feel we're doing great on).

   1. the convenience of placing items into group members bag via name
   2. no tab targeting
   3. this is a thinking/planning game
   4. pvp - 24/7 with consequences
     
     
      

Top 5 Crowfall dislikes (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?

    1. slash commands for group invite/leaving group - you can only invite without slash if your   standing next to the person really archaic - should be able to invite off guild/friends list or name tag.
    2. terrible chat window - cant customize (pms in "me"tab is stupid)
    3. bank inventory - cant customize (arrange tabs how you need/name them)  
    4. long long long loading and crow feeding.  those crows should be HUGE by now
    5. I dont care for the vault system but if everything else was changed i listed, id be good.
      

Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.
    
     1. sometimes you cant see items in your bank, then they appear.
     2. server performance !!!!  keep fixing
     3. weak point when harvesting unhittable (you do not have that much time to find the right place to hit)
     4. game crashing at closure
      
     
         

If you could ask the Team member one question, what would you like to know?  Be nice, seriously don't be a jerk.
 
Are we going to have customizable characters (doesnt have to be intricate - just more than current.  Female characters faces look like men)
     

Feedback for Tiggs on this forum post  or other things you'd like to see on the forums.  

Thanks to everyone for their work and effort.

Edited by Star
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