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  1. Stealth • are you considering making the stealth "logical" or will this be to much of a headache programming wise? (lets give stealth a factor from 10 to 100, where 10 is almost visible and 100 is super-duper invis) Nighttime/dusk/dawn - could be factor 70-100 and should only be detectable by for instance the Ranger with a power on semi-long cooldown. - close to buildings and trees should give 85-100, open fields 70-85 depending on terrain. Daytime - could be factor 10 (open fields) to 60 (under/close to trees, close to buildings, or shade areas) You get the idea, logical stealth requires more from the stealther than just "go invis" wherever. Also, a power where you can stand in the open field and burn the ground around you for higher visibility would be cool. Templars and Fessors could use that (on a cooldown) to burn down the evergrowing flowers and more easily detect the burrowed chipmunks.
  2. Read the whole post, and check what has been written about EK earlier. This answer all your questions.
  3. Bugs noted playing duelist on EU server. - made a complete pistol (not the basic one), everything worked out as it should, but didnt end up in my inventory. Same has happened with a sword. - chat is malfunctioning, havnt found a pattern but suddenly chat is dead, if I write something nothing shows. - mobs stuck everywhere, even high up in the mountains. - ore drops can sometimes fall into nearby stones and get absorbed. Sidenote: After some time getting to learn the basic ropes of crafting, I am very pleased to see the diversity this system will create. I do think peeps would appreciate a non-pvp zone inside the campaign so they can play more with the crafting at this point. I dont mind the PvP but Ive ganked a dozen who probably does
  4. Bugs as duelist. - a material drop from an ore fell into nearby stone and vanished, i broke down stone but ore was gone. - basic chest armor pop up is "outside" my screen when I do a mouse over. - the inventory window bugs sometime, if i press I it slides open and closes again within a split second, cant pick anything. Havnt been able to figure when it happens, but only cure for me is to relog. - burrow wasnt working, says "requires foil", relog didnt fix, after i made a basic rapier I was able to burrow again - lost both basic weapons on death.
  5. Things noted while playing dualist - Muskboars like to get stuck in trees - Burrow often display toon as standing and not under the mold - Sprint is not consistent - Small lag when using powers - Crafting tools n sound is often off sync Sidenote: A horse, a kingdom for a horse!
  6. 1) If I toggle PvP in the EK, can I adjust what parts is PvP and non-PvP? For instance if I have 5 parcels of land, can 4 be non and 1 be PvP? 2) Since the castles is modular, can I use the pieces to build, lets say, 4 piece in 4 different parcles instead of 1 big one?
  7. Rubber banding Confessor spells pushes me a little bakcwards Fell thru stairs trying to enter wall inside keep Was teleported outside keep Was teleported outside keep and into hunger, kept floating thru hunger till I was dead Laggy motions
  8. Yesterday was the first time this happened to me. The game froze dead twice, got a lag spike of 4000+, waited for 30 secs, but no luck. I had to do a force quit and start the game again. Once connected I was logged back into the game and the mobs my group had killed while I froze came alive and hit me. 2nd time it happened the same occured (it was the very last game of the day with 7-8 persons pr. group), once I was back in game 3 hellcats that my teams probably killed was close by. This time I was out of aggro zone so I just I ran off. It took a few seconds before I could see my team on the "team tracker" on screen. I followed their direction and found em in the keep. Next funny thing was that all dead players just stood there but I was unable to atk em (since they was already dead) It was a little confusing in the end battle, with all the standing dead toons, and a few living running around. Everytime this happened I checked if my internet connection was broken, but that was not the problem. Apart from this I didn´t experience anything new that havn´t been noted several times before.
  9. In this game I think that armor will be dmg reducers. It will be kinda complex to allow certain arrows to "bounce" of plate armor but penetrate chain armor or leather armor. Armor will probably give you a certain pierce/slash/crush resistance with plate giving the most resist. Since Crowfall is supposed to be a game where you can wear what armor you fancy (plate casters!) then the better armor you have should also give a disadvantage. For instance, movement speed could be reduced based on armor type and your strength. If you have a dex based toon and wear plate, you will have slower movement speed than a STR based mino wearing the same. Better armor should also lower DEX, since you IRL would be less agile in plate than in cloth... So you have to balance your DEX monkey and choose between higher dex but less resist or less dex but more resist. I like this since it basicly mean you can create several viable builds out of the same toon. There is not a one-build-rule-em-all option. Maybe armor choice should lower spell casting damage too, but most likely it will be that cloth stuff will be able to have magic enchantments (INT, pow dmg etc) but that is up to Team ACE to reveal.
  10. I have a few hopes for the ranged weapons in this game. Bows should shoot slightly farther than spells, unless you tilt it. Spells are like 30-40 meters, bows should be 50ish Tilt your bow and the arrow goes longer, great for fire arrows and other siege mechanics. (but at the cost of precision) You should not be able to carry 10 000 arrows, make it a little more realistic. If a group of rangers decide to stay outta range and just pour down arrow after arrow its killing the action. If you have a max of lets say 50 arrows, then you need to use it wiser and you cant kite a group forever. With a disipline your should be allowed to create basic arrows in the wild, but it should take some time. Stealth should be based on several factors. You should be easier to detect the closer you are to someone. If your stealthed out on 40 meters I am cool with the Ranger beein almost undetectable. Also stealth should be harder to detect if you come from behind a toon. Stalkers stealth should eventually be even better than ranger stealth, but all stealth should be visible if you attack in a 180 arch in front of the toon. Visible range should be affected by the light in that area. Night time is ofc. stealthier than day time. Camp fires will help to detect, etc.
  11. I have previously tested the aussie server sitting in Norway, and things went kinda smooth even thou we are half an earth away from AUS. Ping was approx 5-6 times more and latency about 3-4 times, but it was still very playable. US server is usually 2 times ping of EU for me and 1,5-2 on latency.
  12. If the skill advancement system is basicly uncapped I would think that other things you can do to your toon (applying runes) will be the game breaker! There will probably be a limit to what runes and how many you can apply to your toon. PvP wise I think nobody cares that you can advance say "fishing skill" to all times high. Guess we will just have to wait and see till the next time they feed the pigeons some crumbles.
  13. Well, since ACE is calling this pre-alpha then I would think it says all about what we can expect at this point. The game play itself is more like alpha X something or maybe even pre-beta, there are (imho) really not to many hard bugs to overcome at this stage and the collecting of feedbacks from the testers and eventually data analysis will bring the next test even closer to a real beta phase. I have never tested a few pre-alpha game, but been on a few alpha tests, and those have been buggy as hell with tons of lag and several crashes. But thats the point of alpha (or even pre-alpha) to find the bugs, make some changes in code, present a new build and see how it goes when lots o players test the same things with different machines, drivers, gfx cards and so on. If you dont like the bugs and game play atm, I would give the game a rest for a month or even 4 and come back later to see if it somehow meets your expectations. Personally I think it is ok that we are in the last week of testing, the hunger-dome playstyle gets a little boring after a while, and a solid break to see what they come up with in january or february will be good. I am LF to testing the sieging part of the game, and hopefully it will be rdy for testing early next year. Testing EK eventually will also be a milestone.
  14. All we want for Xmas is a new archtype (did I say Ranger?). Just make him ready for tomorrows euro server, no need to rush it, hehe
  15. Spawned once 5 meter in the air close to a buildings roof, when I tried to move after countdown I was instaported faaaar away (at the zones end by unpassable cliff). It happened on the very last 1v1v1 match. Chat window freezes up screen often If I bring it up before match start, have to cast a spell (with mouse) to get back in game, ALT r ESC wont help. Didnt notice any runaway hellcats today, are they fixed? Mobs shoots thru floor and sometimes walls.