Crowfall

Crowfall Dev Tracker




24 Jul

Post
    vkromas on Forums - Thread - Direct

Crowfall Pre-Alpha Build 5.100.0
The Fortunes of War

To report any issues or bugs, please go here: 5.100 Test Bug Reports

To report feedback, please go here: 5.100 Test Feedback

For an up-to-date list of known issues please go here: 5.100 Known Issues

Vaults and Banks:

A Fix for the following issue has been added: the World Bank doesn't go in-front of other UI when being focused.

Chat:

Fixed an issue with chat channel messages getting overwritten.

Crafting:

Disciplines no longer receive crafting assembly bonus when upgraded.

Discipline Powers

Comment

Training Dummy Mitigations:
Crushing - 50
Slashing - 50
Piercing - 0
Fire - 50
Ice - 50
Electric - 50
Poison - 50
Disease - 50
Bleed - 0
(No clue why piercing is set to 0, someone must have been testing something)

No, you can't go below 0 with a penetration stat.

Comment

We always get the uncapped mitigation value, subtract penetration, then apply the cap again. (example 1) If you have 47% crushing pen, and dummy has 50% crushing mitigation, you would be hitting it as if it had 3% crushing mitigation. OR
(example 2) If you have an uncapped 100% fire mitigation (cap is 75%) , get hit with a 20% fire pen, you now have an 80% fire mitigation but still capped at 75% since you are over capped.
Mitigation is always useful, and armor pen values were also toned down in 5.100.


23 Jul

Post
    vkromas on Forums - Thread - Direct

Crowfall Pre-Alpha Build 5.100.0
The Fortunes of War

To report any issues or bugs, please go here: 5.100 LIVE Bug Reports

To report feedback, please go here: 5.100 Live Feedback Reports

For an up-to-date list of known issues please go here: 5.100 Known Issues

Please Note: There is a known issue with the ability to equip two of the same major disciplines. A fix is in progress and will invalidate any duplicate disciplines equipped and could potentially cause lost data.

New Items for 5.100.00

Randomized equipment and gear have been added to war tribe loot tables.


22 Jul

Comment

It is all about where and what we want tested.

On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead.
On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ...

Read more

19 Jul

Post
    vkromas on Forums - Thread - Direct

7/19/19
Crowfall Pre-Alpha Build 5.100.0
To report any issues or bugs, please go here: 5.100 Bug Reports

To report feedback, please go here: 5.100 Feedback

For an up-to-date list of known issues please go here: Known Issues

Campaigns and Maps:

Removed "Chicken Ticker" debuff from Starter Hunger shards.

EKs:

Fixed an issue that prevented players from using Recall in EKs.

Items and Crafting:

Increased Base Template durability on Rings and Necklaces.


Baguette Cut Diamond stat is now Additional Risk Difficulty Reduction.

Vendors:

Buying


18 Jul

Comment

This is as designed, the range between hops on spirit whip is 5m from the last target hit in the chain, and can't hit previous targets. The dummy on the far left is more than 5m away from the dummy on the far right.


12 Jun

Comment

As I said, this is a valid problem and one that we will have to solve before launch.

Todd

Comment

You'll be able to craft better gear across the entire progression of the game and, on top of that, still have exclusivity over the best gear in the game. Your gear will be far more durable, have better stats, and the item effects will be bespoke.

Todd

Comment

Agreed, we can't chase every rabbit down every rabbit hole. And we aren't. We don't make these decisions blindly; we can look at the data we collect . We can look through the logs and see how far players get into the experience, and what state they are in when they stop playing. We can also then reach out to them and ask them for reasons why they quit -- which is important qualitative data to add on top of the quantitative because often people don't "quit", they were just logging in to check our progress and intend to come back when the game is more complete. I also read these forums and social media for at least 2-3 hours a day, to get feedback from you guys. We don't make changes in a vacuum, even if it appears that way from the outside.

To reiterate my previous post: we can tell from the data that there is a significant issue in the gameplay loop where players find they cannot move forward, and they quit. While a thriving player economy will (hopefully) al...

Read more
Comment

I actually don't like disciplines being gated behind random drops, either. I feel like they are too critical to creating builds. I'll talk to the design team about this one.

Todd


11 Jun


30 May

Comment
    vkromas on Forums - Thread - Direct

Hi! I'm going to be skewing your results because I just chose a poll value at random so I could see the results. Sorry about throwing off your poll position!

Bookmarking this thread though. Seems like this is an ongoing conversation that's a pretty big topic lately and maybe we can use some of the feedback and ideas that come from these threads in the future.


22 May

Comment
    vkromas on Forums - Thread - Direct

Thank you!

Also, I was able to wrangle Blair into responding to the dev partner forum post here:

I'm going to go ahead and close out this thread and direct any other questions you may have to that particular forum. Thanks all!

Comment
    vkromas on Forums - Thread - Direct

Morning all, please forgive me, I've been dealing with an awful case of food poisoning and I'm just now able to come up for some air. I meant to follow up on this specific issue yesterday but I was kept from doing so by other forces. Let me rally some folks and I'll pop back in shortly, with some answers.


17 May

Comment
    vkromas on Forums - Thread - Direct

I also just want to take a moment to reiterate something. I really do appreciate all the engagement taking place, not just here but in other areas like Discord, Twitch, and Twitter. I just hope this doesn't come across as feeling hollow or like I'm just repeating the same phrase, but I legitimately thank you all for your objective comments and questions. Making a game isn't easy, but it definitely helps that you all have as much passion about our game as we do.THANK YOU!

Comment
    vkromas on Forums - Thread - Direct

Oh my gosh, I would love this! Let me talk with a few people and see if we can maybe do something along these lines. No promises, but I know I'm personally interested in this!

Comment
    vkromas on Forums - Thread - Direct

I think I've mentioned this before, but this is definitely something we're cognizant of in house. We're working on actually playing more like players now rather than game devs. In fact, I just heard someone say "I played this last night and as I player I think it needs tweaking". It's just one of those difficult aspects of game development, but we're working on doing more engagement with our game. Our game is pretty intimidating and we are going to try and make strides to continue to iterate on it.


The Advantage/Disadvantage system is something we've talked about and still want to do. It's just a matter of scheduling it and planning for it accordingly. Most of y'all have played live products before so you understand that balancing is an ongoing thing, and it's something we're also aware of. It's an ongoing process that can feel pretty weird from both sides of the fence and we're still trying to find our cadence between balancing what's a...

Read more

16 May

Comment
    vkromas on Forums - Thread - Direct

You bring up some good points, especially how we could potentially be overwhelming new players or confusing them. We're in an interesting point in our dev cycle at the moment where we are still trying to create a game loop, entice new players, and also keep our current player base engaged. It's a tough line to toe, in all honesty, and from the sidelines it might seem very confusing, because we have so many irons in the fire. I don't have an easy answer for you with this specific subject because it really isn't an easy subject to tackle. From my understanding the concept of Gods Reach was introduced as a way to introduce new players to our game mechanics while also supplementing them with a new player experience. We're still working on this process and we've got some other things going through the pipe that may also facilitate game play for our more advanced players where what you just said (choices matter) will in fact be present.

With all that being said, it's just...

Read more