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Everything posted by Prometeu

  1. Congratulations on reaching the Alpha Milestone!
  2. I see your point @Marklarr but there is also a downside - if good harvesting capabilities are easy to get then everyone will get them and there will be no Real Gatherer as a specialization thus making the "gatherer player' obsolete. There may be tweaks involved but having energetic harvesting behind 1 month of active training looks like a good option. As far as new players go - we really need that catch-up mechanic or you are perfectly right - as 1 month will push people away. So we go around in circles...
  3. Really happy to see this happening! Keep the mindset and there is little standing in the way of your fun! /salute
  4. Freezing Blast from Frostweaver is not 30m range as per tooltip - more like 55m
  5. Excellent mindset. Glad to have you in the Crowfall community! /salute
  6. ACE's in game policy is way more permissive than on these forums. If they decided to actually go directly to ban then the severity of it must have been really serious. Man it up and grow out of it - the path that has lead you here is not the most fortunate one!
  7. We are happy to present our new Website: https://www.kdsguild.ro This new site has integrated Member management with our Guild Management Tool and our Discord through our latest Discord Bot. Thank you all for their hard work, especially Gen. Xaint for the graphical work! KDS it's about Fun and we've just made our officer's life easier - > More fun for the hard working class /salute
  8. I actually like the current system. Makes for different game play if your fort/keep is close to your temple or if it's far away. I actually like "far away'' as it forces commitment. The easier it is to get around the maps from one end to the other: - the less meaningful Guild Domination of an area is - the less Respawn Outposts matter as strategical decisions.
  9. In the Game Theory there are 2 types of games: 1. Finite Game (Known Players, Known Rules, Agreed Upon Objective, Objective is To Win) Problem with this Game is that once you Win a few times it gets boring and the player base will stop. Others will come and take their place. This type of players have the highest churn rate. 2. Infinite Game (Known and Unknown Players, Rules are changeable, There is no Winner, Objective is to perpetuate the game) Players will drop out when they run out of the will or resources to continue. Life, Marriage, Economy - those are infinite games. The social systems of a game are the focus here. This type of players have the highest retention rate. A successful long term mmo will need a good marriage of the two systems!
  10. With the help of the community I've put this together. /enjoy
  11. than allow to train all gathering skills and all crafting skills at the same time - or the situation will persist then allow all training lines on combat as well - or people with multiple accounts can bring different comps at the next fight because they have trained Archers and Tanks and Confessors on 3 different accounts where dose it end? Allow in-game progression only so only the ones with the best macros and bots can progress faster - Darkfall anyone? I'd rather go with 1 line per account just so that ACE makes more money. The fact that we are allowed two is just them being nice!
  12. Thank for the update . @AediusI have a feeling that a 'simple tri faction' won't be 'simple' because of all the new changes to keeps, POI's and probably favor system - so that might be an entirely new set of bugs they have not even touched yet
  13. Targeting friendlies is not showing ‘distance to target’ - very important for heals.
  14. Prometeu

    Hi, how are you?

    Keeping safe, and hopes up for lots of fun times in Crowfall
  15. When you have a good knowledge of the variables then things become boring. This does not means it's simple or boring for everyone. I bet 90% of the new players - left to fend for them them self will have tens of hours of fun and testing, hundreds of hours if you take into account the changes of dynamic of combat with stats progression. If those same people get spoon fed what's current meta - then yes is boring for them as well. There is no amount of depth that will not be boring once you explore it. That's why JT and TB have repeatedly said that discipline will go periodic changes just to keep the meta changing. That's for live game though - now there are bigger fish to fry then a pass on disciplines.
  16. A good balance choice could be a Combat AoE resurrection with a large radius and the cool-down time relative to the amount of time it takes to build the next bomb.
  17. In most fights there are winners and losers! Winning is fun, but too much makes is boring! Loosing is rarely fun! A good fight - regardless of the outcome - is always fun! Now imagine you prepare a siege - and you motivate 200 people to go on the offensive. You prepare for a few days, make plans etc. You get the people to the targets and 50 of them will die in the first 10 seconds due to druid or FW bombs. You win the fight! How fun was the siege for the 50 that managed to press 2 buttons? If the 50 would have died in 10 seconds to 200 people jumping in them (You can see them) then the drop of the fun factor is not as extensive as being killed by 10-12 people with Invisible ground traps. And the fact that it takes 1 minute to prepare that bomb is not making it more fun. Such a punishing system can work in an environment where "return to combat' is extremely short. Crowfall is not really such a system. I would advocate for NO INVISIBLE INSTA KILL mechanics. I fully agree that Crowfall needs some anti stacking mechanics but let them be some decent AOE casted by multiple people rather then 1 person - 3-5 instant kills every 30-60 seconds mechanic. /salute
  18. This is the solution that makes most sense to satisfy most sides!
  19. A solution could be to limit gear drop to crafting training curve. Only drop gear with power 90% of crafted gear be available. This way you can have epic gear drop but only when epic crafting is viable as well.
  20. I get your point @APE and agree with the advantages of handmade design. However, in my experience playing on same map becomes boring over time. The POI random distribution makes for strategic choices on which city to choose. Random Resource distribution makes exploration a real game. So when I draw the line I think the random solution gives more flavor and play-ability in the long run.
  21. KDS is an infinite player!
  22. On your Question: Probably a few months. Is the game ready to be 'played'? Not by a long shot due to many broken things, some inherited and some introduced with the new patch. Judging Crowfall by your regular wow clones/wannabees out-there is wrong as it's actually a game that brings NEW stuff to the MMO Genre and new stuff takes time to make. One example of new stuff is on your list of complaints - The Map. FYI the maps are randomly generated based on input parameters - Island size, number of islands, POI on them, NPC etc. It takes them 15 minutes to generate an entirely new world and then one or more days to hand check for eventual errors. So building a system that spews out entirely new worlds in 15 minutes is a major undertaking. Bottom line - you won't play the same map twice! I get your frustration - most of us feel it as well, I know I do, but when you actually take a step back and look at the bigger picture - it gives me energy to have patience as I know that this ALREADY has the tools to make a great game but the tools need FIXES now and later on fine tuning. /salute
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