They missed a huge opportunity with this game IMO after saying they will/can create "new unique worlds" frequently and NOT create just ONE separate permanent PVE only world.
PVE only world with instanced random solo dungeons, instanced random group dungeons similar to Albion or even exactly like Albion would've been a draw for PVE players. They could've even added other forms of progression in that world cause it would be PVE only so they wouldn't have to adjust it much for PVP 'balance'.
I disliked some things in CF but give it a 6-7 out of 10 overall. The races, classes, progression and literally everything besides the actual PVP is where this game is best IMO and could've possibly been the replacement for the EQNext we never got.
These devs are PVP devs though the same as Albion so I expect they'll just keep going down the whole season battleground/moba & BR/moba route and that's fine.
They missed a huge opportunity with this game IMO after saying they will/can create "new unique worlds" frequently and NOT create just ONE separate permanent PVE only world.
Ok.. but, the main problem with this idea, is that the PvE, as it were, is there to support the PvP, it has no, worthwhile standalone elements, it's all interwoven.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
So this game is for people that want to play a realms vs realms game.
For the players that want a fun and engaging Realms vs Realms game, Crowfall fill the bill. You don't need a fancy UI, or play some inventory management game, or fuss about what color of thong your barbarian needs to wear.
I have not played in a while, but, this game is solid. It's fast, it's fun, it provides what it says it will provide, and that is an engaging Realms vs Realms combat style game, where you can feel like your efforts matter.
Why do you keep saying this? In what way is CF a good RvR game? Is it because you mainly play pve games so have no clue what RvR is?
I say this.. because that is what it is.
And.. as someone that got on on early access for Crowfall, I obviously play PvP/RvR games.
They don't seem to even be launching with an actual RvR (faction) mode. God's Reach is tutorial world and training wheel RvR without any point.
For those that want to GvG and zerg a scoreboard in a battleground, this is the game for them. Anyone that wants a competitive game where skill and strategy rule, this isn't that game.
Not sure what you mean by Strategy, but if you go into a wargame, and your goal is not to work with other people, methinks your strategy needs a lot of work. You strike me as what one of my Statics would call someone that uses "Tack Tics".
Artcraft calls this a Throne War sim but it boils down to earning points within the time limit. Much of which is capturing and defending castles with smaller quests wrapped in a different package. There is no depth to strategy. Grind to get high powered characters, grind resources, build up the castle. The side with most players will likely have a huge advantage as individual nor team mechanical skill or use of complex strategy adds a lot. Their recent venture into a battle royale tournament had every round end with teams stacked in a circle spamming buttons. Yet they say it is redefining MMO esports. Their original pitch sounded much more challenging and interesting but that's what pitches are for.
Not sure what your hang up is about RvR. RvR came from DAoC which was faction/realm vs faction/realm. Crowfall's bread and butter is GvG, guild v guild and alliances formed from them. It is a different style of game. Faction vs Faction is planned for post launch. Numbers matter a lot more when there isn't a side to join and players actually have to work together. Makes the game unfriendly to new, solo, and smaller guilds starting out.
Im really interested in what the testers have to say. Im dying for a PvP MMO. I'm not impelled by their non persistent world. But it could be the thing I never knew I wanted.
Anyone know a good streamer for this game?
There's never been an NDA so you can read the forums, videos, twitch streams. Plenty to look at.
Anyone that believes it is ready to launch would be in a very small minority.
Nothing stands out about the game and they've done little to make it a pvp mmo. Basically campaigns are long term battlegrounds that have a time limit with the top guild score winning. Get points and rewards for owning a castle or doing certain guild wide quests over time. Zergs are rewarded without any anti-zerg mechanics, that's if the server can handle their 100v100 planned numbers. Bright side is players can hop from server to server and campaigns end so players get to start all over like a battleground, just takes weeks/months instead of minutes.
Combat brings nothing new besides pretending it is high skill because there is no tab but it's easier to play then WoW. PVE is terrible. Worlds are randomly generated but look mostly the same until they start making more biomes, so boring for now. Crafting was supposed to be a selling point but needs work. Non customizeable UI, can't even move things around. No individual achievements or rewards for PVP. Progression is typical gear color grind. No economy tools. Eternal Kingdoms, player housing, still far from what was planned.
Overall it's okay for a kickstarter MMO, but someone looking for PVP or PVE would be better off in a long list of others that have years of content.
Only a couple hundred total play even when they give out thousands of beta invites and something like 50k or more have bought the game over time. Speaks volumes.
Everyone here who thought this was an insightful post... the last paragraph is a full blatant lie... straight up. Crowfall had open beta last summer and had to open more servers... thousands and thousands logged they had to extend time to people.
I'm not saying to buy the game or not, but that poster is pure BS.
Now, I didn't even start on the "review" part of the nonsense of the post.
My policy on games... don't preorder, let the game bake post launch... so that's where I stand.
I've only given 3 or so WTFs in this forums... he gets one
Yes for a month or less there was a wave of free invites that tried it out. That is out of six years of development where tens of thousands have had access yet only a handful have played consistently, especially towards the end when betas are filled with people. They opened what? One extra NA and EU server or something? Not like they had 20 servers maxed out. Although server max was a couple hundred so
I'd listed my buddy codes on reddit every time I got them and only had a couple people use them from what I can tell. They've continued to invite to free beta players and yet there hasn't been thousands logged in.
Feel free to disagree with my points. Cherry picking one comment that is accurate for 99% of development and calling me a liar is a bit silly.
I learned in Philosophy 101 it's an ad hominem (attack the person vs the argument they are making). That's a foul...
However, pointing out their bias... not so sure when trying to sucker people into a review.
Allein here on our forums is a skeptic/doubter/ hater of Crowfall... look at his post history.
(psst... he never claimed to play).
Here's a snippet from a thread on Crowfall: (read the thread... Nov 2019). Please remember, there was open beta last summer... didn't post once as I recall or see.
Allein: 2019 "I don't see much point in owning it. Doesn't change anything. Game will release when it does and will be whatever it ends up being. Those that have been following and remember what has happened are aware, but doesn't seem like many really care if they missed dates or are years or minutes behind. For me, if this next update doesn't impress, I doubt the game will have much of a future. Too much competition for a mediocre game. "
Forum Thread... was a news article on Crowfall-- Changes
I'm a kickstarter backer and one of the more active posters on the official forums. Just stopped by to see what the chatter was now that it is released and all the people supposedly waiting will finally start playing.
I am a supported and a critic. Being a yes man doesn't do anything for anyone. I see issues, I point them out, especially when developers ask for feedback. I stand by that comment from 2 years ago that you felt the need to prove whatever point. I'm just as critical about games I've loved and played for years. I backed this one hoping for more and didn't get it. Oh well.
Clearly anything I type is my POV, my opinion. It isn't fact. It isn't right or wrong. Everyone should look into products themselves. Luckily Crowfall has no NDA and has a ton of recorded content and discussion.
They don't seem to even be launching with an actual RvR (faction) mode. God's Reach is tutorial world and training wheel RvR without any point.
For those that want to GvG and zerg a scoreboard in a battleground, this is the game for them. Anyone that wants a competitive game where skill and strategy rule, this isn't that game.
Not sure why there are no campaigns active yet (is that what you meant?) but faction warfare seems to be accounted for at least:
Will try to post more if I find more info.
Far as I can tell the Faction vs Faction Shadow campaigns that have ends and winners/losers will be post launch. They will have Gods Reach and maybe Infected worlds which are permanent and tutorial worlds without outcomes. Those will have factions but as it's training mode, it isn't the same as the Shadow campaigns. That could change by launch but since FvF requires different scoring mechanics, they would need to spend some time on it. Currently players are asking for them to deal with alliance scoring mechanics as it is more beneficial to all form up under one guild then several in an alliance with how points work currently. Also no idea if that will get addressed before launch.
Well this is turning into a real love in between pro and anti Crowfall guys.
People seem to have maintained their cool (Ok I skimmed) though. The game is nearly out, the reviews will be out soon. Stay calm and carry on gaming until then.
This is one of those I was waiting for, but fell into the not actively watching anymore, so I'm happy. Whether it's successful or not is anyone's guess (yes, I acknowledge call of you doomsayers. They like to be heard), but we m gonna try it out and hope for the Best. If anything, it'll provide a distraction for a bit.
So this game is for people that want to play a realms vs realms game.
For the players that want a fun and engaging Realms vs Realms game, Crowfall fill the bill. You don't need a fancy UI, or play some inventory management game, or fuss about what color of thong your barbarian needs to wear.
I have not played in a while, but, this game is solid. It's fast, it's fun, it provides what it says it will provide, and that is an engaging Realms vs Realms combat style game, where you can feel like your efforts matter.
Why do you keep saying this? In what way is CF a good RvR game? Is it because you mainly play pve games so have no clue what RvR is?
I say this.. because that is what it is.
And.. as someone that got on on early access for Crowfall, I obviously play PvP/RvR games.
They don't seem to even be launching with an actual RvR (faction) mode. God's Reach is tutorial world and training wheel RvR without any point.
For those that want to GvG and zerg a scoreboard in a battleground, this is the game for them. Anyone that wants a competitive game where skill and strategy rule, this isn't that game.
Not sure what you mean by Strategy, but if you go into a wargame, and your goal is not to work with other people, methinks your strategy needs a lot of work. You strike me as what one of my Statics would call someone that uses "Tack Tics".
Artcraft calls this a Throne War sim but it boils down to earning points within the time limit. Much of which is capturing and defending castles with smaller quests wrapped in a different package. There is no depth to strategy. Grind to get high powered characters, grind resources, build up the castle. The side with most players will likely have a huge advantage as individual nor team mechanical skill or use of complex strategy adds a lot. Their recent venture into a battle royale tournament had every round end with teams stacked in a circle spamming buttons. Yet they say it is redefining MMO esports. Their original pitch sounded much more challenging and interesting but that's what pitches are for.
Not sure what your hang up is about RvR. RvR came from DAoC which was faction/realm vs faction/realm. Crowfall's bread and butter is GvG, guild v guild and alliances formed from them. It is a different style of game. Faction vs Faction is planned for post launch. Numbers matter a lot more when there isn't a side to join and players actually have to work together. Makes the game unfriendly to new, solo, and smaller guilds starting out.
That is how RvR games are set up. There are strategic points set up, often Castles, Keeps, Towns, Towers, Bonfires, etc, in short, Land Control Points.
Ideally, those that control the most points, win.
This has been the way of RvR and Strategic games for quite some time, starting as far back as board games like Risk, made back in 1957 and when games like DAOC launched, they used the same system. That is because the idea is simple yet effective, those that hold the most control points win. This has been the way of Online RvR games since they existed.
Crowfall, set a time limit, so that one team/side could not become the major controller of a never changing landscape, kind of like what sometimes happened with a few servers in DAOC, over time one faction would simply dominate the game, and make the game less fun for everyone else.
Now, lets not fool ourselves, yes, the side with the most active players will often have an advantage, however, it is the side with the most players that work together, that will have the best advantage.
So if you planned to run solo, or lone wolf, or some small squad, doing your own thing, as opposed to seeking to be part of something bigger, well that is on you, but, in almost every RvR game, the players that did this, didn't add much to the war effort of their side, unless of course, the game was so low population, that a single player could affect the outcome of the game.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
So this game is for people that want to play a realms vs realms game.
For the players that want a fun and engaging Realms vs Realms game, Crowfall fill the bill. You don't need a fancy UI, or play some inventory management game, or fuss about what color of thong your barbarian needs to wear.
I have not played in a while, but, this game is solid. It's fast, it's fun, it provides what it says it will provide, and that is an engaging Realms vs Realms combat style game, where you can feel like your efforts matter.
Why do you keep saying this? In what way is CF a good RvR game? Is it because you mainly play pve games so have no clue what RvR is?
I say this.. because that is what it is.
And.. as someone that got on on early access for Crowfall, I obviously play PvP/RvR games.
They don't seem to even be launching with an actual RvR (faction) mode. God's Reach is tutorial world and training wheel RvR without any point.
For those that want to GvG and zerg a scoreboard in a battleground, this is the game for them. Anyone that wants a competitive game where skill and strategy rule, this isn't that game.
Not sure what you mean by Strategy, but if you go into a wargame, and your goal is not to work with other people, methinks your strategy needs a lot of work. You strike me as what one of my Statics would call someone that uses "Tack Tics".
Artcraft calls this a Throne War sim but it boils down to earning points within the time limit. Much of which is capturing and defending castles with smaller quests wrapped in a different package. There is no depth to strategy. Grind to get high powered characters, grind resources, build up the castle. The side with most players will likely have a huge advantage as individual nor team mechanical skill or use of complex strategy adds a lot. Their recent venture into a battle royale tournament had every round end with teams stacked in a circle spamming buttons. Yet they say it is redefining MMO esports. Their original pitch sounded much more challenging and interesting but that's what pitches are for.
Not sure what your hang up is about RvR. RvR came from DAoC which was faction/realm vs faction/realm. Crowfall's bread and butter is GvG, guild v guild and alliances formed from them. It is a different style of game. Faction vs Faction is planned for post launch. Numbers matter a lot more when there isn't a side to join and players actually have to work together. Makes the game unfriendly to new, solo, and smaller guilds starting out.
That is how RvR games are set up. There are strategic points set up, often Castles, Keeps, Towns, Towers, Bonfires, etc, in short, Land Control Points.
Ideally, those that control the most points, win.
This has been the way of RvR and Strategic games for quite some time, starting as far back as board games like Risk, made back in 1957 and when games like DAOC launched, they used the same system. That is because the idea is simple yet effective, those that hold the most control points win. This has been the way of Online RvR games since they existed.
Crowfall, set a time limit, so that one team/side could not become the major controller of a never changing landscape, kind of like what sometimes happened with a few servers in DAOC, over time one faction would simply dominate the game, and make the game less fun for everyone else.
Now, lets not fool ourselves, yes, the side with the most active players will often have an advantage, however, it is the side with the most players that work together, that will have the best advantage.
So if you planned to run solo, or lone wolf, or some small squad, doing your own thing, as opposed to seeking to be part of something bigger, well that is on you, but, in almost every RvR game, the players that did this, didn't add much to the war effort of their side, unless of course, the game was so low population, that a single player could affect the outcome of the game.
Actually, I recall back in the day well coordinated 8 mans could wreck a zerg, especially those damn Hibbies with their bomb groups.
That's what made the game pretty cool, the synergies of the mechanics allowed teams with skills to take down far larger groups suffering almost no losses.
Eventually it went too far of course, especially after TOA launched but still I haven't seen any RVR games since which provided the same opportunity for small hit and run strike teams to succeed, perhaps WAR to some extent, but even there it wasn't the same.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I still like the way PoTBS set up PvP and RvR. They also have time limits and a reset after a certain time passed.
You could play as a trader and never do any PvP if you wanted. However, other factions can attack a port and eventually put it into contention. A red circle appears around the port, and anyone going into the red circle can be ganked. If you wanted to trade in that port, prepare for PvP.
Eventually, if enough points are piled onto the port, it goes into a port battle, with a 24x24 PvP battleground for ownership. If enough ports get flipped, one side wins and the map resets. The losers get extra points when the next iteration starts up.
Still, I applaud them for releasing a game that can be reviewed, played, and judged on it's merits without the excuse of perpetual early access or forever alpha test that so many games use these days.
So this game is for people that want to play a realms vs realms game.
For the players that want a fun and engaging Realms vs Realms game, Crowfall fill the bill. You don't need a fancy UI, or play some inventory management game, or fuss about what color of thong your barbarian needs to wear.
I have not played in a while, but, this game is solid. It's fast, it's fun, it provides what it says it will provide, and that is an engaging Realms vs Realms combat style game, where you can feel like your efforts matter.
Why do you keep saying this? In what way is CF a good RvR game? Is it because you mainly play pve games so have no clue what RvR is?
I say this.. because that is what it is.
And.. as someone that got on on early access for Crowfall, I obviously play PvP/RvR games.
They don't seem to even be launching with an actual RvR (faction) mode. God's Reach is tutorial world and training wheel RvR without any point.
For those that want to GvG and zerg a scoreboard in a battleground, this is the game for them. Anyone that wants a competitive game where skill and strategy rule, this isn't that game.
Not sure what you mean by Strategy, but if you go into a wargame, and your goal is not to work with other people, methinks your strategy needs a lot of work. You strike me as what one of my Statics would call someone that uses "Tack Tics".
Artcraft calls this a Throne War sim but it boils down to earning points within the time limit. Much of which is capturing and defending castles with smaller quests wrapped in a different package. There is no depth to strategy. Grind to get high powered characters, grind resources, build up the castle. The side with most players will likely have a huge advantage as individual nor team mechanical skill or use of complex strategy adds a lot. Their recent venture into a battle royale tournament had every round end with teams stacked in a circle spamming buttons. Yet they say it is redefining MMO esports. Their original pitch sounded much more challenging and interesting but that's what pitches are for.
Not sure what your hang up is about RvR. RvR came from DAoC which was faction/realm vs faction/realm. Crowfall's bread and butter is GvG, guild v guild and alliances formed from them. It is a different style of game. Faction vs Faction is planned for post launch. Numbers matter a lot more when there isn't a side to join and players actually have to work together. Makes the game unfriendly to new, solo, and smaller guilds starting out.
That is how RvR games are set up. There are strategic points set up, often Castles, Keeps, Towns, Towers, Bonfires, etc, in short, Land Control Points.
Ideally, those that control the most points, win.
This has been the way of RvR and Strategic games for quite some time, starting as far back as board games like Risk, made back in 1957 and when games like DAOC launched, they used the same system. That is because the idea is simple yet effective, those that hold the most control points win. This has been the way of Online RvR games since they existed.
Crowfall, set a time limit, so that one team/side could not become the major controller of a never changing landscape, kind of like what sometimes happened with a few servers in DAOC, over time one faction would simply dominate the game, and make the game less fun for everyone else.
Now, lets not fool ourselves, yes, the side with the most active players will often have an advantage, however, it is the side with the most players that work together, that will have the best advantage.
So if you planned to run solo, or lone wolf, or some small squad, doing your own thing, as opposed to seeking to be part of something bigger, well that is on you, but, in almost every RvR game, the players that did this, didn't add much to the war effort of their side, unless of course, the game was so low population, that a single player could affect the outcome of the game.
Actually, I recall back in the day well coordinated 8 mans could wreck a zerg, especially those damn Hibbies with their bomb groups.
That's what made the game pretty cool, the synergies of the mechanics allowed teams with skills to take down far larger groups suffering almost no losses.
Eventually it went too far of course, especially after TOA launched but still I haven't seen any RVR games since which provided the same opportunity for small hit and run strike teams to succeed, perhaps WAR to some extent, but even there it wasn't the same.
When I was playing GW2, we had people call our 10 person brute squad a Zerg.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
So this game is for people that want to play a realms vs realms game.
For the players that want a fun and engaging Realms vs Realms game, Crowfall fill the bill. You don't need a fancy UI, or play some inventory management game, or fuss about what color of thong your barbarian needs to wear.
I have not played in a while, but, this game is solid. It's fast, it's fun, it provides what it says it will provide, and that is an engaging Realms vs Realms combat style game, where you can feel like your efforts matter.
Why do you keep saying this? In what way is CF a good RvR game? Is it because you mainly play pve games so have no clue what RvR is?
I say this.. because that is what it is.
And.. as someone that got on on early access for Crowfall, I obviously play PvP/RvR games.
They don't seem to even be launching with an actual RvR (faction) mode. God's Reach is tutorial world and training wheel RvR without any point.
For those that want to GvG and zerg a scoreboard in a battleground, this is the game for them. Anyone that wants a competitive game where skill and strategy rule, this isn't that game.
Not sure what you mean by Strategy, but if you go into a wargame, and your goal is not to work with other people, methinks your strategy needs a lot of work. You strike me as what one of my Statics would call someone that uses "Tack Tics".
Artcraft calls this a Throne War sim but it boils down to earning points within the time limit. Much of which is capturing and defending castles with smaller quests wrapped in a different package. There is no depth to strategy. Grind to get high powered characters, grind resources, build up the castle. The side with most players will likely have a huge advantage as individual nor team mechanical skill or use of complex strategy adds a lot. Their recent venture into a battle royale tournament had every round end with teams stacked in a circle spamming buttons. Yet they say it is redefining MMO esports. Their original pitch sounded much more challenging and interesting but that's what pitches are for.
Not sure what your hang up is about RvR. RvR came from DAoC which was faction/realm vs faction/realm. Crowfall's bread and butter is GvG, guild v guild and alliances formed from them. It is a different style of game. Faction vs Faction is planned for post launch. Numbers matter a lot more when there isn't a side to join and players actually have to work together. Makes the game unfriendly to new, solo, and smaller guilds starting out.
That is how RvR games are set up. There are strategic points set up, often Castles, Keeps, Towns, Towers, Bonfires, etc, in short, Land Control Points.
Ideally, those that control the most points, win.
This has been the way of RvR and Strategic games for quite some time, starting as far back as board games like Risk, made back in 1957 and when games like DAOC launched, they used the same system. That is because the idea is simple yet effective, those that hold the most control points win. This has been the way of Online RvR games since they existed.
Crowfall, set a time limit, so that one team/side could not become the major controller of a never changing landscape, kind of like what sometimes happened with a few servers in DAOC, over time one faction would simply dominate the game, and make the game less fun for everyone else.
Now, lets not fool ourselves, yes, the side with the most active players will often have an advantage, however, it is the side with the most players that work together, that will have the best advantage.
So if you planned to run solo, or lone wolf, or some small squad, doing your own thing, as opposed to seeking to be part of something bigger, well that is on you, but, in almost every RvR game, the players that did this, didn't add much to the war effort of their side, unless of course, the game was so low population, that a single player could affect the outcome of the game.
DAoC map control had more influence on the game then Crowfall. Controlling particular keeps or total gave a realm control of Darkness Falls, travel points, and changed how players did things. Relic raids and the steps that went into that is something Crowfall's "strategy" game lacks.
There is no RISK like conquest of the map of much direct player influence. It is almost all about points on a leaderboard. They do plan to add more features in the future, but they don't exist currently.
DAoC despite being much older, laggy, and tab target offered more individual and team strategy. Landing CC, not breaking it or cancelling it on oneself instead of sitting their Zzzzz allowed for more skill then Crowfall's spawn in the general direction of enemies. It is a typical modern MMO with so much going on screen where it doesn't really matter, just spam whatever and go for the nearest or lowest health target.
This is what I mean by strategy and the lack of it. All these games are basically king of the hill, but it doesn't have to be entirely simple. Crowfall functions for what it is, but it isn't new or impressive compared to older games working with far outdated tech and without years of experience to build off of.
Campaign idea is great to stop stagnation, but as time as shown, the same top guilds will repeat their past performance campaign after campaign. That is why esport, arenas, battlegrounds have rankings. Uncle Bob as Artcraft calls it, still exists and is doing what he does.
I am a supported and a critic. Being a yes man doesn't do anything for anyone. I see issues, I point them out, especially when developers ask for feedback.
The one thing that makes me skeptical of your posts is that you have only negative things to say about the game.
Usually I have nice things to say even about games that I do not like and end up not playing for long. When I see a post (or series of posts) that only has a long list of negatives, half of them usually turn out to be untrue or exaggerations. Same for super positive posts.
The factual ones (can't move the UI elements around etc) check out so far. In any case, going to look out for the points you raised, thanks (trying out the game at the moment).
It's all subjective and it's easy to focus on the negative when things aren't going as one wants.
Considering the teams overall lack of experience with a modern game like this, I applaud their efforts. Top two devs were working on Wizard101 and DCUO before, so it is a big change.
Everything in the game works well enough, but just not enough for me. Missing important things like an economy system, UI is outdated, combat is low skill, despite their hype of deep character customization, it isn't. PVE is not their specialty but being it is a big part of the game experience, it shouldn't be so bland.
It's cool they made a random map engine, but they need to feed more input so the output isn't so similar each time.
As is, I wouldn't recommend the game to anyone I know. There isn't one system or feature that is special enough to carry the game. Other games do PVP and PVE quite a bit better.
For players that like GvG and want to do timed sieges for the chance to win a battleground every few weeks, this game is perfect. I wish it was a 3rd person Albion Online as that game has a lot more going for it, but can't have it all apparently.
No need to take anything I say as fact or not. Play it for as long as you can, if you enjoy it then buy it and keep playing. There is no end game or anything that takes months to reach. Can see everything the game has to offer in a matter of days.
Crowfall is releasing two games in July. Original idea which will do well with niche crowd and "jump on a BR moneytrain" crap that will fail miserably.
Now if they were to combine those two and let the mmorpg universe feed the BR wannabe with gear and players there might be a chance for it to do well. But as a BR standalone its UTTER miss.
No fate but what we make, so make me a ham sandwich please.
I predict DOA... SOTA style. I Hope I am wrong. I just dont see the fun in the game nor the way they chose to release it. Open beta June.. release July.. they must ve really good at crunch time
I am a supported and a critic. Being a yes man doesn't do anything for anyone. I see issues, I point them out, especially when developers ask for feedback.
The one thing that makes me skeptical of your posts is that you have only negative things to say about the game.
Usually I have nice things to say even about games that I do not like and end up not playing for long. When I see a post (or series of posts) that only has a long list of negatives, half of them usually turn out to be untrue or exaggerations. Same for super positive posts.
The factual ones (can't move the UI elements around etc) check out so far. In any case, going to look out for the points you raised, thanks (trying out the game at the moment).
This is a good point, and all their objections are either really petty, like whining about the UI (Which works just fine).
Or vastly unfounded, like build complexity, which is in fact there, and since you plan to test the game, you will learn that development system is rather complex, witch choices that matter.
Or just totally misunderstood. Like the game Economy. It's there, but, also keep in mind Crowfall is a Team game, with the best game experience going to be joining a guild, and working within that. When you have a guild based system, there is not going to be a huge need for auction houses, much like hardcore anything (PvE/PvP) Top guilds work within themselves, their harvesters get the mats for their crafters, who make the gear for their players. So if you are not in a guild, you will in fact miss out on a huge part of the interwoven systems of Crowfall. If your goal was to treat it like a PvE game where you harvest and sell your wears for insane prices, Crowfall will be a letdown.
Personally their fussing about combat sounds like someone that never played the game. So not sure what to say on that one.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
All I will say is this... I patched and logged in last night. There were 12 players in the North American Dregs server and 110 in the North American Gods Reach server. That was around 9PM Eastern. I wanted to see if the start changed much, but could not really test it because I could not convince any of my group to join me so I quickly dropped and went to play another game.
I will poke around some today. I want the game to be good. I have 3 accounts including a Kickstarter Amber one. But as they just had all this “release hype” and gave out tons of keys... seeing 100 players on during prime time on a Saturday night was disappointing?
We can argue on the forum all day, but the only thing that matters are players in game. And last night at least, there were very few.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Just peeked in again. 53 in Gods Reach and 3 in Dregs... It's early though. In in EU servers are 104 in Gods Reach and 8 in Dregs... It's about 2:30 PM in Central Europe right now...
No RvR worlds available. No Hungerdome. ZERO players in the Eternal Kingdoms. So that is everyone currently playing the game.
I'll update later today as it moves into more popular playing times in NA -------------------------------- Some questions to those that play more:
1. My EK shows 0/0 players. I suppose that is because I have not entered it. But I see others with varying caps: 0/7 0/10 0/15 etc... What drives those caps? And do the EKs now stay open when you are not in them?
2. Possibly related to above. How do you see the benefits for VIP? I do not see it on the out of game screen any more and I do not see it as a buff in game any more. Do we have to consume our VIP time to make it show up? What are the benefits?
3. Neither I nor a buddy got to pick our faction for Gods reach. Is it now automatically assigned? Did I actually pick it but not know? There used to be a pop-up that would warn us.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Comments
Not sure what your hang up is about RvR. RvR came from DAoC which was faction/realm vs faction/realm. Crowfall's bread and butter is GvG, guild v guild and alliances formed from them. It is a different style of game. Faction vs Faction is planned for post launch. Numbers matter a lot more when there isn't a side to join and players actually have to work together. Makes the game unfriendly to new, solo, and smaller guilds starting out.
I'd listed my buddy codes on reddit every time I got them and only had a couple people use them from what I can tell. They've continued to invite to free beta players and yet there hasn't been thousands logged in.
Feel free to disagree with my points. Cherry picking one comment that is accurate for 99% of development and calling me a liar is a bit silly.
I am a supported and a critic. Being a yes man doesn't do anything for anyone. I see issues, I point them out, especially when developers ask for feedback. I stand by that comment from 2 years ago that you felt the need to prove whatever point. I'm just as critical about games I've loved and played for years. I backed this one hoping for more and didn't get it. Oh well.
Clearly anything I type is my POV, my opinion. It isn't fact. It isn't right or wrong. Everyone should look into products themselves. Luckily Crowfall has no NDA and has a ton of recorded content and discussion.
People seem to have maintained their cool (Ok I skimmed) though. The game is nearly out, the reviews will be out soon. Stay calm and carry on gaming until then.
I self identify as a monkey.
Ideally, those that control the most points, win.
This has been the way of RvR and Strategic games for quite some time, starting as far back as board games like Risk, made back in 1957 and when games like DAOC launched, they used the same system. That is because the idea is simple yet effective, those that hold the most control points win. This has been the way of Online RvR games since they existed.
Crowfall, set a time limit, so that one team/side could not become the major controller of a never changing landscape, kind of like what sometimes happened with a few servers in DAOC, over time one faction would simply dominate the game, and make the game less fun for everyone else.
Now, lets not fool ourselves, yes, the side with the most active players will often have an advantage, however, it is the side with the most players that work together, that will have the best advantage.
So if you planned to run solo, or lone wolf, or some small squad, doing your own thing, as opposed to seeking to be part of something bigger, well that is on you, but, in almost every RvR game, the players that did this, didn't add much to the war effort of their side, unless of course, the game was so low population, that a single player could affect the outcome of the game.
That's what made the game pretty cool, the synergies of the mechanics allowed teams with skills to take down far larger groups suffering almost no losses.
Eventually it went too far of course, especially after TOA launched but still I haven't seen any RVR games since which provided the same opportunity for small hit and run strike teams to succeed, perhaps WAR to some extent, but even there it wasn't the same.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
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2024: 47 years on the Net.
Still, I applaud them for releasing a game that can be reviewed, played, and judged on it's merits without the excuse of perpetual early access or forever alpha test that so many games use these days.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
There is no RISK like conquest of the map of much direct player influence. It is almost all about points on a leaderboard. They do plan to add more features in the future, but they don't exist currently.
DAoC despite being much older, laggy, and tab target offered more individual and team strategy. Landing CC, not breaking it or cancelling it on oneself instead of sitting their Zzzzz allowed for more skill then Crowfall's spawn in the general direction of enemies. It is a typical modern MMO with so much going on screen where it doesn't really matter, just spam whatever and go for the nearest or lowest health target.
This is what I mean by strategy and the lack of it. All these games are basically king of the hill, but it doesn't have to be entirely simple. Crowfall functions for what it is, but it isn't new or impressive compared to older games working with far outdated tech and without years of experience to build off of.
Campaign idea is great to stop stagnation, but as time as shown, the same top guilds will repeat their past performance campaign after campaign. That is why esport, arenas, battlegrounds have rankings. Uncle Bob as Artcraft calls it, still exists and is doing what he does.
Considering the teams overall lack of experience with a modern game like this, I applaud their efforts. Top two devs were working on Wizard101 and DCUO before, so it is a big change.
Everything in the game works well enough, but just not enough for me. Missing important things like an economy system, UI is outdated, combat is low skill, despite their hype of deep character customization, it isn't. PVE is not their specialty but being it is a big part of the game experience, it shouldn't be so bland.
It's cool they made a random map engine, but they need to feed more input so the output isn't so similar each time.
As is, I wouldn't recommend the game to anyone I know. There isn't one system or feature that is special enough to carry the game. Other games do PVP and PVE quite a bit better.
For players that like GvG and want to do timed sieges for the chance to win a battleground every few weeks, this game is perfect. I wish it was a 3rd person Albion Online as that game has a lot more going for it, but can't have it all apparently.
No need to take anything I say as fact or not. Play it for as long as you can, if you enjoy it then buy it and keep playing. There is no end game or anything that takes months to reach. Can see everything the game has to offer in a matter of days.
No fate but what we make, so make me a ham sandwich please.
Now if they were to combine those two and let the mmorpg universe feed the BR wannabe with gear and players there might be a chance for it to do well. But as a BR standalone its UTTER miss.
No fate but what we make, so make me a ham sandwich please.
mmorpg junkie since 1999
Or vastly unfounded, like build complexity, which is in fact there, and since you plan to test the game, you will learn that development system is rather complex, witch choices that matter.
Or just totally misunderstood. Like the game Economy. It's there, but, also keep in mind Crowfall is a Team game, with the best game experience going to be joining a guild, and working within that. When you have a guild based system, there is not going to be a huge need for auction houses, much like hardcore anything (PvE/PvP) Top guilds work within themselves, their harvesters get the mats for their crafters, who make the gear for their players. So if you are not in a guild, you will in fact miss out on a huge part of the interwoven systems of Crowfall. If your goal was to treat it like a PvE game where you harvest and sell your wears for insane prices, Crowfall will be a letdown.
Personally their fussing about combat sounds like someone that never played the game. So not sure what to say on that one.
We can argue on the forum all day, but the only thing that matters are players in game. And last night at least, there were very few.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
It's early though.
In in EU servers are 104 in Gods Reach and 8 in Dregs...
It's about 2:30 PM in Central Europe right now...
No RvR worlds available. No Hungerdome. ZERO players in the Eternal Kingdoms. So that is everyone currently playing the game.
I'll update later today as it moves into more popular playing times in NA
--------------------------------
Some questions to those that play more:
1. My EK shows 0/0 players. I suppose that is because I have not entered it. But I see others with varying caps: 0/7 0/10 0/15 etc... What drives those caps? And do the EKs now stay open when you are not in them?
2. Possibly related to above. How do you see the benefits for VIP? I do not see it on the out of game screen any more and I do not see it as a buff in game any more. Do we have to consume our VIP time to make it show up? What are the benefits?
3. Neither I nor a buddy got to pick our faction for Gods reach. Is it now automatically assigned? Did I actually pick it but not know? There used to be a pop-up that would warn us.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018