wyvernwulf

Testers
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About wyvernwulf

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    Piapiac

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    Florida
  1. Aiming is much more difficult in Crowfall thus far; that isn't a bad thing. Reasonable challenge is good. However, the biggest help to this method of game play so far came with the mouse sensitivity controls. Tuning that further helped it be more controllable, and with each repeated practice run one starts to get used to the method. I would still be in favor for a bit more flashy visual attached to the cross-hair when I'm aiming correctly at a target, but that's mainly to help those of us with bad eyesight lol
  2. For now sitting in the "not sure" camp until I have a chance to test a bit more, and to see how other archetypes are effected by it. I would say in theory that if the ability is a large wind-up and pitch with a big payoff of damage or effect, the animation can be a bit more dramatic and makes sense to do so. Having played the Legionnaire a lot in the tests so far I'd say his ability to kite + body-block made up for any slow animation-locked ability upon reaching the target. Due to some lag and rubber-banding during some tests, it was hard to really judge this right now officially. But I will revisit later!
  3. Here's today's encountered bugs! • Frame rate seemed good overall, had a few moments of frame rate drop severely whenever a sudden influx of people appeared on the screen at once. Lag was relatively rare today. • The movement bug was fixed! However we did still see some characters occasionally get stuck in a floating or ice-skating pose. Mainly saw this with champions tonight doing this. • Some mobs while fighting would get knocked up into the air and get stuck there a few seconds before teleporting back to the ground. • A small brick of digital pixel noise appeared in the lower left corner of the screen under the chat window box for a few moments early in a match but it eventually vanished. • F-Interact notification still appearing stuck mid screen at the start of 3 matches or so before it finally went away. I think it only vanished if I managed to loot and successfully equip an item. • Legionnaire's heal occasionally had no animation, though the sound effect would be heard. Then instead of gaining health, the Legionnaire would lose health and the other party members would not be affected. This was not happening mid fight, but rather when we were standing around recovering. • Mobs overall seemed harder to kill, would heal back up mid-fight, would still occasionally one-shot people with the chain glitch and they still had the same die-and-stand-back-up glitch. A glitch was observed upon using the Legionnaire knock-back, a hellcat or zombie would take off running into the distance at 1000 miles an hour only to stop and glitch out or even vanish. • Speaking of the flying off into the distance, one hellcat that glitched out in this way mid-fight rocketed backwards across the countryside at hyper-speed, taking my Legionnaire with it as I was body-blocked against it as it took off. The hellcat and I sailed from an area with buildings across a field, a road, up a hillside and finally stopped where the mob bugged out standing upright and was I unable to interact with it. Somehow I came out of this hilarious moment unscathed. It was amazing to witness lol • Super-speed, stuck-in-run-mode was occurring, gaining speed faster and faster the longer the glitch went on with no harm to stamina pool. Very problematic when paired with attempting to navigate ramps in the castle. I think Daworf posted on how it was accomplished, Fess and I stumbled upon this by accident repeatedly lol • Once throughout the night at the pre-start instructions my character did not appear with my teammates, but rather buried up to my neck in the ground with a hellcat at my side. At the start of the match I took 1 step and suddenly teleported to be back with my teammates elsewhere on the map. I managed to get a screen, I really hope this screen shows up:
  4. After the test on Wednesday, we're back on the right track! Lag for me was only occasional now, much more rare. It occurred only briefly in random matches, usually timed to when sudden appearance of a large number of players and mobs engaged in combat at once. I would say at least 12 in one location at once triggered it with a loss of framerate. But this was the exception to the rule, in general the game performed pretty well! The movement bug is fixed! Character movement was smooth and pretty fluid overall. I still saw some floating or ice-skating characters from time to time, usually a Champion after a jump. The smoother motion overall in concert with the mouse sensitivity settings made the game play much more enjoyable! Mobs still seemed a little harder this time, hitting for the mega strikes and healing up in mid fight. There were some fantastic bugs that occurred though with one hellcat. I’ll detail that in the bug thread. I’m still laughing about it when I think on it. Fixing my graphic settings back to medium allowed me to see the Hunger effect again. Helpful in the final fight in the castle! The Legionnaire occasionally gets rocket boosters in his horseshoes, getting stuck in run mode which exponentially made him run faster over time. This became problematic around ramps with the fall and stun to follow, but it was pretty funny to watch him zoom past other players like a bat out of hell. In general, this test tonight was really fun. Looking forward to the next one!
  5. Here's a quick list of the glitches and bugs I encountered today: 1. Severe glitched running and movement. Sometimes it would clear up after using any ability that lunged or charged forward, the sprint or the right click dodge, but only for a few seconds. Team members appeared to teleport around the field in front of me. Classic rubber-banding, shifting right to left to right to left. Shujenii's videos illustrated this perfectly. I noticed it was more manageable on a Knight and a Champion, but the Legionnaire had massive struggles with this glitchy movement. 4. Unsure if bug or glitch, but at the lowest graphic setting, no wall visual for the incoming hunger was seen. I cannot confirm this was due to my graphics setting, but it was the only setting I changed from yesterday, originally on Medium. While on Medium, I could see the particle wall of ice just fine. 5. Lag, groups of more than 4 combatants on screen would cause frame rate to dive to 2-4 fps 6. Monster bugs: Some slain creatures were still standing and were not able to be interacted with, mainly hellcats from what I saw. Some creatures were running like a bat out of hell only to run into another object and freeze there. The hurlbat chain toss by zombies still occasionally getting someone with insta-kill. 7. Some difficulties with the alt key functions, mainly around exiting the loot and inventory windows after equipping. Sometimes interface would not respond to the alt in order to end mouse mode. That's it for now! I'm passing out at the keyboard so it's time to snooze. Happy Thanksgiving!
  6. Okeedoky, here's a summary of tonight's findings. 1. Around 6:30 pm est I got to downloading, but the patcher said files were corrupted and I had to run repair. The repair was successful and I could log in. 2. On first login attempt, server list did not immediately pop up when trying to type in password again which is cool, but instead I was kicked back to login screen with a “Timeout waiting to log in” warning. Just for reference, the GAEA server which was set previously from Sunday showed no ping but showing 6 people on server. I switched to the appropriate server that was up and it worked out ok. 3. In game on Malekai server US, severe glitched running was occurring, which I know everyone saw and reported in the chat at the time too (we called it dancing!). But as a summary of what I experienced specifically, sometimes it would clear up after using any ability that lunged or charged forward, the sprint or the right click dodge, but only for a few seconds. Sometimes movement glitched so bad it was unplayable, my team appearing to teleport around the field in front of me. My character would stop walking forward and repeat the same few steps, body position and angle in a classic rubber-band, shifting right to left to right to left. I noticed it was more manageable on a Knight and a Champion, but the Legionnaire had massive struggles with this glitchy movement. 4. Was told by buddy in game that Hunger was approaching but I could not graphically see the ice cloud approaching on my screen. I had changed my settings today to the lowest graphic quality to test out lag and that was the only difference from last test run, which I had it previously set to Medium. It appears on that setting you cannot see any visual of the wall of Hunger until it’s right on top of you and your view begins to ice over. I need to test this again before I can confirm this. 5. Lag made combat with more than 4 people on screen tank on frame rate. When engaging in combat in large groups, frame rate would drop suddenly to about 2-4 fps. Final battles near the castle center were impossible for me to see much going on around me. 6. Incidentally I finally had a chance to test out Champion and Knight, and I have to say both are really fun characters! The Champion and the Legionnaire are my current favorites right now I will give the Confessor another try next time. 7. Suggestion, perhaps starting the Mouse sensitivity setting in-game to a lower setting by default with a tool tip to remind them they can change it might make the initial presentation of the camera movement and targeting easier to track visually. When I was able to play around with this setting it helped a lot on the feeling of the movement being overwhelming. Just in thinking about the first-time player in the future, it would be a helpful thing to get them used to how the functions work. 8. And lastly, some slain creatures were still standing and were not able to be interacted with, mainly hellcats from what I saw. That's it for now, I'll mention the bugs and glitches on the other thread too. Will see you on Friday! Happy Thanksgiving!
  7. This is good to know, hopefully I can try to experiment with that in between deaths! Can the width of my status bars be increased from the thin line or is positioning the only thing that can be adjusted?
  8. Here's a summary of some glitchy things I came across during my first trip into Crowfall. 1. When logging into the game from the opening menu, I would type my account name but before I could enter the password the server list popped up without clicking on the server list button. Unknown if glitch or intended. 2. Loading into a match, the team configuration was 1 Confessor, 2 legionnaires and 1 champion. The champion appeared between the two centaurs and something about that large model being squeezed between two Centaurs didn’t quite work out. This resulted in the Champion spawning about 7 feet in the air above the rest of the party. After the centaurs moved out of the way, the Champion moved about on the ground with the rest of us lol I wish my screenshot had come out, it was pretty funny. 3. Characters often appeared stuck in a mid-jump animation, like they were floating. I saw this more in the castle at the center of the dome than out in the wilds around it. I could see it happen to the Confessor and the Knight during normal game play and death cam. 4. We also came upon some zombies that ran really fast across the screen that couldn’t be damaged or caught-up with past a certain point. It was as if they were chasing someone but there was no one around at the time. 5. We encountered some fascinating hellcats. A pair of two aggroed and the first one died in 1 hit after it appeared. But then after taking on the second one, the first one stood up again and faced a tree and was unable to be hit or interacted with after that point. 6. Undead venomous zombies could do a chain pull that sometimes resulted in insta-death. 7. Sometimes the UI windows would not allow interaction correctly, or "mouse-mode" would not function properly. A dialogue warning box would appear large and center screen but no matter what I did I could not get a proper interaction with the cursor and the X button or clicking OK. Sometimes I could hit alt and it function correctly but it did not work every time. Hope this helps! I'll be happy to keep an eye out for any others the next time I get to test! BTW: I LOVE the Shoe Moon pic. Can that just be the official name for the moon in these worlds?
  9. First off, it was great to finally get in and try out the game. Here are some observations taken from my completely green noobish-noob novice state. Having been away a lot recently I was ultimately uninformed on the state of things this gave me an honest "first impression" experience, and naturally comparing it to SB and other games that I’ve played for the sake of comparison at this early stage. That being said, if I say something that’s already been covered, my apologies. I have not had the time to sift through the forums, but figured I could document all this here anyway. I hope it is of some help and insight to the devs! 1. Hunger Dome style testing arena/God's Reach ruleset: Cool ruleset, I liked the team play. The only initial obstacle I had with this is in trying to get used to how to play in the frantic pace of the dome. Tried the Legionnaire and Confessor so far, stuck with the Legionnaire. He’s hellafun. I liked the quick jump into another match when things went wrong quick, that allowed us not to have too much down time so we could get back in and continue learning again as quickly as possible. 2. Controls and Camera: Combat is interesting! The play style of the controls for the character in concert with the camera movement and the targeting system was much different from other games of this type so I wasn’t sure what to expect and didn’t feel like I was adequately ‘testing’ so much as running around and mashing buttons to keep up with more seasoned pre-alpha folks. Specifically since other players are ready to murder my face and mobs will wreck me without a team effort all on point. lol With that much of a learning curve I could see the first few times playing being a bit of trouble for newcomers. However, once I stuck with one character I started to get the feel for it after a few matches, so in that aspect, the controls are very intuitive to learn, just feel awkward in practice with this method of targeting. I need more time with it to get more specific on what about it was awkward, but I just felt like I was fighting the camera instead of utilizing it to help me navigate. We’re not talking Castlevania-64-levels of camera awkwardness, not by any means, but enough to make me realize this will take some getting used to. But because of the way the targeting works, I can see that the camera’s orientation with the character has got to be as flawless as possible. I am a sufferer from vertigo as well, so games that get super crazy with the camera movement are often a problem. The camera movement in fights started to trigger some of that towards the end of the second hour. Considering it took that long before any motion sickness was felt, that’s pretty good so we’re on the right track for sure. 3. Performance: For the first couple of hours or so, the game performed moderately well at medium graphics at 1080p resolution, with a few mobs on screen and the immediate team with the hunger effects creeping slowly into view. When more than 6-8 players were on the screen the framerate seemed to tank. I tried to drop it to low graphics just to see if that would improve, but I was unable to test that adequately as server lag kicked in around that time and made the game unplayable. Lag would naturally make the character stutter, halt in place, get stuck on mobs and freeze completely. 4. Aesthetics, Music and Sound: Absolutely well done so far! The art style is exactly as I hoped it would evolve, stylized and fluid animation. I noticed a few graphical errors on the characters, the belt buckle and some greaves on the Legionnaire's standard armor looked like it had some polygon shearing in the idle stance animation, at least visibly on the character select screen, but I know this is all works in progress Textures that were showing in the map look like they are evolving nicely. I got kinda excited when I saw trebs out in the wild lol I like the clean look of the menus in general as well. The music track selected was great, if that’s any indication of the rest of the game’s music to come we’re in for a treat. Really looking forward to seeing the rest of the archetypes in action too! The chat window notification is a little piercing though, noticeable only really when discussions got heated. lol 5. Fall damage and getting stunned: This is definitely a cool addition to the gameplay, and I can see where we can utilize this by knocking people from great heights. However, with the Legionnaire’s center of positioning for his character, “platforming” or running up the ramps and stairs was a cumbersome task at times, where I thought his body was positioned as such to be on the ramp, he easily slipped right off…as a large, hooved-creature would probably do in such a situation! 6. UI Frustrations and difficulties: The standard health bar layout in the upper left hand corner I feel might be a little too thin for me to visually keep track of while I’m in the middle of a melee with 20 people. Were there ways to adjust that already in-game? I did not get a chance to really look at what options were available, if any, for UI adjustments. That would be one thing I’d love to have been able to do. The crosshair for the targeting could also have stood to be slightly larger for the sake of just being able to see it when it changes color on screen. Perhaps another animated visual could be added to briefly rotate or highlight whenever the target settles over a character that I’m aiming at. I’m sure it is a tactical reason why it’s small, but at the same time, some other visual cue might be needed. Weird window functionality and “mouse mode” was another thing I encountered. I don’t know if it was intentional form or a bug, but often there were warning messages that would appear that would require interaction from me, either to click OK or hit the X button to close. Often I could not click on anything in these windows and as they took up most of the screen, I couldn’t see what was happening around my character after that. There was one instance where I hit alt and suddenly it allowed me to click on the window to close it, but it didn’t work every time. Or in the situation where I accessed my inventory and then closed it again after looting a mob, my character would be frozen in place and I couldn’t move again until I hit the alt key, I’m guessing I was still in mouse mode and didn’t know it? I was told this was intended but this kind of window interaction doesn’t feel natural to me, but again, I don’t feel like I had enough time to really test it. I look forward to learning more about it before the next time I get to hop in the game. 7. And finally, glitchy mobs and characters: Upon dropping into the world, if the team had 2 legionnaires and 1 champion, the champion appeared between the two centaurs and something about that large model being squeezed between two Centaurs didn’t quite work because the Champion spawned about 7 feet in the air above the rest of the party. After the centaurs moved out of the way, the Champion moved about on the ground with the rest of us lol Characters often appeared stuck in a mid-jump animation, like they were floating. I saw this more in the castle at the center of the dome than out in the wilds around it. We also came upon some zombies that ran really fast across the screen that couldn’t be damaged or caught-up with past a certain point and some fascinating hellcats. A pair of two aggroed and the first one died in 1 hit after it appeared. But then after taking on the second one, the first one stood up again and faced a tree and we were unable to hit it or interact with it after that point. Those were really the big things that stood out for the time being. I’ll add more later as I think of it, and I’ll go place the glitchy parts of this over in the bug thread, but really I can see the amazing potential of this game. If it already held this much fun and PVP goodness at such an early stage, I am looking forward to Crowfall’s evolution even more! I’m also looking forward to testing more, so lemme know when we can get back in there!!
  10. Aracoix were mentioned so I had to swoop in. lol An Aracoix-transformation discipline rune versus an archetype? That might be a cool idea, actually. Would it grant flight or the ability to glide in an Assassin-esque way to anyone that can find and use? Granted... we would never hear the end of Red Bull jokes if a Myrmidon got a hold of it...
  11. Awesome news, ACE! I like Tully's honest reaction to 'gotta get back to work on combat.'
  12. I like the idea of lore and world-friendly cosmetic stuff. Goofy stuff is fine and all... but CF doesn't seem to have that tone. Pandaren Monk mini-pet.... ugh
  13. I second and third the motion to acquire Meridian. Let it be so!!!!
  14. As always my role tends to fall to being the ridiculous melee that runs in as a distraction so my team can get the upper hand, or staying back to support my team as support or long-range damage, regardless if hitting a caravan, running zones or participating in a big fight. Either way, I'm aiming for my usual noobish-to-average-mediocrity that I enjoy so much while helping Fess with raiding those supply lines lol
  15. As the true Mother of Wyverns, I approve of these beautiful works of art! Truly, you have done my Wyverns a great service to their representation!