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Showing content with the highest reputation on 06/24/2020 in all areas

  1. 6 points
    Based on your feedback, we're adding an EU Dregs campaign! Amersyn (EU) will begin Wednesday June 24 at 4PM CEST and will end Tuesday June 30 at 10PM CEST. Thank you for support!
  2. 4 points
    yianni

    Add minor disc thralls

    or increase the drop rate, the rarity of minors is crazy and needs to change i dont see a reason for this, its not fun nor does it promote pvp @thomasblair
  3. 3 points
    SAM_BUKA

    5.115 LIVE Feedback for 6/22/20

    No Chiefs, no Kings, not even a single captain mob in Dregs. Where is "High risk, high reward" thing? No green+ minor disciplines... green+ vessels are useless... white vessels we are unable to craft anymore. GG.
  4. 2 points
  5. 2 points
    marlevvll

    5.115 LIVE Feedback for 6/22/20

    What I enjoyed about the new build (as a KS backer and who has jumped in periodically over the course of development): graphical fidelity has improved the UI enhancements are much welcomed more optimization options for display (specifically culling) a better on-ramp to understand basic game mechanics updated NPC models (namely wolves) What I think can be improved: performance had a huge drop since the last major build; before, I could reliably maintain about 50 FPS whereas in the new zone, I could hardly keep 15 UI windows are still persistent when I think by default they should close during the early questing phase, there are a few NPCs whom you must speak to yet only tell you to go talk to someone else; these superfluous steps should be removed it feels odd doing 50 - 70 damage per swing as a level 1 character (note: this is entirely subjective. my background is dnd/early mmos like EQ1/UO) when fighting mobs, i see their health bar in three separate places (cursor, above their model, and at the top of the ui); i only need to see it once you start with a weapon in your inventory instead of it being equipped; when I was told to kill wolves, it wasn't obvious that i already owned a weapon the 'alt-p' shortcut for portal is odd as a default key-bind; my suggestion is to make it something more usable with only the left hand may I suggest that certain windows of the ui are hidden until particular points in the tutorial? there is a ton of helpful information yet it isn't obvious, by looking at them, what they do and why they're important when I was given bandages, the ui showed them being usable in an alt slot, set I don't recall it showing me how to add them to that slot so I simply used it in my inventory; this felt like I was doing something wrong because I couldn't easily add it to a quick slot Looking forward to future updates! :)
  6. 2 points
    Hello world, @jtoddcoleman @gothamgurl Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge). From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows shall be activated at all time. Currently, we are testing nothing related to performance neither in NA nor EU. We need to saturate the siege map which will never happen with such scenario: We cannot provide feedback regarding the siege weapon, how many people do we need to break through and so on…. Give us back the slaughterhouse map, you will probably have more data related to combat in 1 week than in 2 years…. Anyway, I still have no vision about your expectations from those test phases.
  7. 2 points
    give us possibility to test sieges in white time
  8. 2 points
    Tofyzer

    5.115 LIVE Feedback for 6/22/20

    Character Creation: Race should have describe his racial discipline content to show newcomers that matters more than looks. Classes could have a brief introdution to his "role".
  9. 2 points
    ROW

    IDLE EMPIRE (uk/eu)

    IDLE EMPIRE is a English speaking UK based guild 18+only. We are a PvP focused guild and we intend to stay in the smaller end of the members pool to maintain player individuality. IDLE is a pirate player style guild and hence will play to our strengths in combat and in our collective outlook towards the game. We have our own discord (as do all guilds) and crafting resource systems. If you like the look of the guild and you are looking for an active group to play with then pop an app to the guild and/ or poke joecosti or ROW for more information in game (eu time zone) or rockboozehound (na). Discord name ROW#8791
  10. 2 points
    MAKE EU GREAT AGAIN !!! 🤣
  11. 2 points
    Additionally, you will not get the "heavy server load" data you want from trying to herd people onto a single server during certain windows at this point. Until a significant performance increase is made client-side there is no way that people will be able to take part meaningfully in the type of fights you want to test. My guild would *LOVE* and I do mean *LOVE* to take part in huge fights, but the simple fact of the matter is that even 10v10 fights turn clientside performance into a powerpoint presentation where its simply not enjoyable. If you want us to help you with this testing then you need to look a lot harder at the things that are preventing or disincentivizing us from doing so.
  12. 2 points
    Arkade

    Make an ACTUAL FREAKING ECONOMY

    What I'd like to see is a special portal in the GR temples. Opening this portal would bring up an interface that allows players to search for EKs (like the one in the lobby, but more robust), and then travel to them. Basically, remove the need to log out and then log back in to an EK, while making it easier to find an EK that has what you want.
  13. 2 points
    yianni

    5.115 LIVE Feedback for 6/22/20

    This needs to be fixed, Frostguards and icecallers should not be able to have volatile ice instantly go off when free weaving. Also any ice converted to volatile via shatter storm doesnt do the damage it should as it does from free weaving or focus gem proc @thomasblair
  14. 2 points
    Kraahk

    5.115 LIVE Feedback for 6/22/20

    First: How about not closing the TEST server bug-report/feedback thread until a while after the TEST server gets a new version or it got closed (or a new bug-report/feedback thread has been opened)? Just a suggestion. This is feedback for the 6/19 TEST version 5.115 . NPE Quests & Campaign Cards Both systems are very well done for a first version. Meaning, they are showing well what could be possible with those system and where the road is leading ... but they still have basic flaws and need intense work to reach the necessary end of the road. What I noticed most is that the provided informations/wordings in quests and cards are sometimes unclear or misleading or simply wrong. Also the distribution of scorepoints is not as comprehensible as it needs to be. Since there are too many of those issues, I believe that both systems needs an overall revision, and I will only point out some examples. Campaign Cards First: A possible general solution for the following could be to make the current progression of scorepoints (or their objectives) visible to the players - so they can see wether what they did worked or not. And to split the score result in the scoreboard according to the seperate cards instead of showing the sum total per pillar. In that case the following two points would mostly be obsolete. Wordings in Campaign Cards need (always) to be absolutely(!) precise - and sometimes it is not. It should also provide additional informations, where otherwise player may misunderstand the meaning. Examples: Card 1: What is an enemy god? And which god braziers are really legit? Since guilds choose a patron god, one could say that any other god is an enemy god in the throne war. This may be different in faction based campaigns, but Dregs are guild campaigns. And "any" brazier clearly implies those in the temples. Turns out "enemy gods" are "gods of another faction" and "any brazier" is "any outpost brazier". So any sacrifices enemy gods of the same faction or in temples didnt provide any deed progression. Card 2: Are Bog Bear teeth and Bog Bear canine teeth the same? When looting Bog Bears, those creatures can drop a white quality "Bog Bear tooth". Now is that the wanted tooth or not? Sacrificing them to Zaleena outpost braziers didn't provide deed progression, so obviously they are not. Maybe the ancient Bog Bears drop canine teeth? Who knows. Anyways, either the card wording needs to be more precise (like "from Ancient Bog Bears") or the loot items per beast should be very unique, so they can't be mixed up in a simple players mind like mine. Score Point Distribution Is not always clear which results were finally achieved - and sometimes it just doesnt make sense. Example: Snaptest 6/17, Fall, Power For everybody who likes brain twisters: Which guild got which points for which card? (The number in the right Fall column (moon) is the sum of the points for both cards) Scoreboard shortly after end of Fall (with no significant changes in between): (You can research more informations by accessing the campaign details ingame (lobby -> campaigns -> completed -> dregs snaptest 6/17 -> map -> details) Solution: Now please tell me: How are those ties possible? 🤡 We are talking about "Capture Points earned", with up to six-diget figures. It doesn't make sense, and it seems to be completely impossible. Second, obviously the campaign card goals doesn't base on the "campaign result up to now" but on "results within the current season". That makes this card incomprehensible. First because it is called a campaign card and not a season card and second because the players have no way to see how many capture points they or others scored within a season. So players would be right to expect it bases on "overall campaign results up to now" and not season results. Due to that, for the player the Power Campaign Card card in it's current state is like gambling: you do something and hope you will get something - but you never know what and why. The same, or similar issues, are true for other cards. tl;dr: The cards wordings and their score point distribution really need to be checked on a basic level. People need to understand what they need to do to get what result, and to be able to check their progress while they do. NPE Quests Boring. Confusing. Wrong. Incomplete. Boring. Sorry. Well, OK, not that bad. I actually like it. Or to be more precise: I like what it may become. Because - there are some quite basic flaws. That's OK for a first version. But too many though to mention them all, though. So i am back to examples. A tutorial should be very clear and consistently leading the player from one step to the next, explaining the things the player otherwise may not understand. Thats partially done, but not completely, there are gaps. For example, the compass is not explained, which should happen right at the beginning. The initial quest from Guiseppe (you find him at the center of the temple) is good enough to solve it, but saying something "you can find him at the center of the temple. Look at the compass above you, he's right to the north of here." would make the new player both aware of the compass and the leading quest icon on it. Already the second quest at the sentinel relies on seeing this quest icon, in order to find Brak Lionshield. It get's worse with Brak "A pack of wolves is harassing these refugees looking for an easy meal... if you are looking for a fight, that's a good place to start." Uh ... what refugees, what wolves? Either explain the compass first - or at least say "outside the temples gates". Also a quite competent trainer, not telling to open inventory [ i ] and equipping the given weapons first [rightclick or drag&drop] .... ~cough~ Next step, coming back from the wolves he says: But There is no bandage where the tutorial shows them to be. If he would have explained to open inventory and equip weapons before fighting the wolves, the player may find them easily. Still then the player wouldnt know how to open the Spell Book where he can equip the Bandage like shown in the picture. He could say something like "I put them into your rucksack, if you want to access them faster, i would suggest you put them where you can reach them easily. [press k] " In such a case showing the picture he does would make sense and be helpful. Instead of confusing, like now. I noticed that there are several quests, like this, in which the player gets something from the quest giver. But it's not comprehensible. Either the quest giver should tell the player that he put the stuff in the players inventory. Or, what I think would be much better: a loot window should open, so the player can take it (learns about loot windows this way and participates more actively in the story). Otherwise, if the new player doesn't see it ... it never happened! Also often (nearly always) there is no explanation how to do things. How to attack or how to open a certain window for example. Upon request, Brak tells the player next to use personal crafting if the players looses the bandages. Uh ... what personal crafting? Where? What if players forgot where they stopped? Nothing leads to the Quest log, it should be hinted where to find it right from the start. Because if not, the player may be fooled by some veeeery misleading quest directions on the compass. Like this, when not using a bandage after talking to Brak. Which is kind of inconvinient, because the world ends in about 360 meters in this direction. So this should be fixed too anyways. And that's only for the first three quest givers. It goes this way the whole bumpy road. Things not explained or wrong explained (there are not 11 gods, like one of the NPC's tell. D'Orion also died, by the hand of Kane - and the Allfather is missing, but surely dead, whyelse fight for the throne). In general NPC texts feel like being written very hastily. Which is of course OK for now. But the whole thing needs a thorough overhaul to be interesting, consistent and engaging. Besides that, the environment for the new players looks awesome and i think the quest system really has the potential for a great NPE. Well done so far.
  15. 2 points
    Rhuddlan

    5.115 LIVE Bug Reports for 6/22/20

    regarding the archer: the ranged bar just cleared itself midfight. the symbols disappeared and i was not able to use any skill besides autoattack anymore.
  16. 1 point
    For classes with a Block RMB, holding shift and then tapping Block should trigger their dodge/move skill. For classes with only a dodge RMB, consider hold shift+hold RMB to trigger the lunge at the expense of a dodge pip.
  17. 1 point
    I bet most of what you imported was equipped gear? Equipped gear isn't deducting Imports. It checks to see if you have enough Imports remaining before it lets you Import with equipped gear, but then it doesn't actually deduct the points.
  18. 1 point
    SAM_BUKA

    5.115 LIVE Feedback for 6/22/20

    Just want to mention that the performance in the game is much....MUCH better! Thanks for hearing our voices ACE. Yesterday during both keep fights I did not see FPS dropping lower than 20 FPS even in the middle of really massive fights (60+ people) with a lot of spells casted simultaneously, siege weapons firing and etc. And this is with MEDIUM graphics on (not Minimum). Huge improvement from what we saw in the beginning of June! I give ACE a big and solid "Thumbs Up" for that! 👍
  19. 1 point
    Not enough mobs in any zone of Gods Reach Newbieland. Especially in the higher level areas. Too many players running around camping the same single camp with too few mobs and slow respawns. I'm not sure what the solution is, exactly, but some tweeking to the quantity and respawn rate I'd say. Or more camps. Vanaheimr is particularly sparse.
  20. 1 point
    MrErad

    Spectre Legion -SL- [NA] [Dregs]

    A little action from the Dregs Live Server
  21. 1 point
    Haggstrom

    5.115 LIVE Feedback for 6/22/20

    Well, I just logged to play after more than a month to check this new update. And I'm sorry, but this is a mess. I don't understand what the devs are doing anymore. Old Live used to be smooth. Old Test not so much. But this current version is worse than both. Like I was saying in game, why not fix the small things? The UI is still terrible. Inventory and character page should be separate and not take half the screen space. All tabs are bigger than they should. Where's the Guild interface? How can a Guild focused game refuse to make it a priority? Sorry, but I can't believe is too hard to create a simple in game system to show guild members and allow in game recruitment. It was good to see the quests working. It's very important to help people understand the game. But we need quest tracking. We don't have a minimap, so quests like the ones to kill mobs get a little complicated. At least I didn't see any kind of signal. Anyway, the word Beta was mentioned a few times and I honestly don't know how can we talk about it. I still have hopes for this game. But the focus needs to be reviewed by the dev team. That's my feedback for now. I'll just wait for the next update to check it again.
  22. 1 point
    Thanks, bro! Just logged to see this huge update... and took off in less than 10 minutes. Old Live used to be smooth. Old Test not so much. But this current version is worse than both. I don't understand what they're doing anymore. Like I was saying in game, they just don't fix the small things. The UI is still terrible. Inventory and character page should be separate and not take half the screen space. In the old Live at least just moving after looting would close those tabs, now we get stuck again. Anyway, won't keep going to keep your discussion on subject. I'll just wait for the next update to check it again.
  23. 1 point
  24. 1 point
  25. 1 point
    Duffy

    Add minor disc thralls

    Agreed, minors are awful.
  26. 1 point
    Soulreaver

    5.115 LIVE Feedback for 6/22/20

    __Food Meter__ Dropping extremely fast.. can't go 5 min without having to eat something
  27. 1 point
    Wuaandax

    5.115 LIVE Feedback for 6/22/20

    I don't know if that's just my issue, but there way too few mobs in the level 19-25 and 25 30. leveling from 20 to 30 is super boring because you can kill the few mobs there way faster than their respawn times.
  28. 1 point
    IN ACE we TRUST !ahaha
  29. 1 point
    JoeCosti

    IDLE EMPIRE (uk/eu)

    If you would like some more info on the guild please add me on discord Joe.#4545
  30. 1 point
    NA only campaigns will result in you getting less data. You put up an EU campaign then you get a similar amount of data split across two server instances and you can get a relatively even way of seeing when/where your code falls down/doesn't work. I honestly don't see why you persist with this "EVERYONE LOG ON TO THE NA CAMPAIGN GUYZ" argument. The time for this was when it was on the test server, and we did that and gave you that data to make improvements. Now that you've deemed it good enough for live you can at least collect data from two separate instances, If your tooling is sub-par and doesn't allow you to collect from multiple DBs/Instances then I can recommend a few dozen people who can help you with that. Please put up both EU and NA campaigns on live, you'll end up with more data.
  31. 1 point
    The EU campaign will have siege windows centered on EU prime time, as they always have. We're asking for players in both regions to try and log in to their servers during their respective siege windows, so we can get more player concurrency and see how the servers hold up. Todd
  32. 1 point
    @EU/RU community You asked for it. ~pointingattoddsanswer~ Never say ACE doesn't listen. Now make me a liar and prove that I was wrong, by spamming the servers, providing server load and feedback. And not just for one day. For if not, you just weakend the position of the EU community. Just saying. No pressure, though.
  33. 1 point
    Guys, I hear what you are saying, but we can't just "flip a switch" and change siege schedules on a moments notice -- much less change the underlying system that relies on them. What we can do, right now, is launch an EU campaign in addition to the NA one. The reason that we didn't plan to do this is because we're trying to stress the server so that we can find and fix issues that only surface under heavy player load. But I get it. If you guys want a second campaign, we'll prop one. Here is my only request: since we're not going to concentrate folks down to one location, it would be very helpful if you guys would try to log in during siege windows to increase the load so that we can still get the testing that we need. Server performance testing is critical to us being ready for beta, and I want us to get to beta as soon as possible. If you'll help us get the numbers during prime time, then we can still achieve our testing objective, and everybody wins. Thanks, Todd
  34. 1 point
    APE

    Make an ACTUAL FREAKING ECONOMY

    Alpha has little meaning. You seem to be really hung up on this. From the recent 5.115 update and pretty much everything they've said for a long while, it seems like most if not all pre-launch systems are in place in some form which is worrying considering how much is missing or far from being complete. A player run economy was a big selling point as it is with all these "sandbox" games yet we have almost nothing to work with. EKs are a joke and no word if they'll ever become what was sold to us. The campaign vendors are far worse then any auction house system that people demonize. Someone interested in actually playing the economy as a seller (harvesters, crafters, traders) or just a buyer is left wanting a heck of a lot. If "the path to beta is clear" as ACE states, they sure haven't made it clear to us. They are focusing on NPE, bugs, polish, optimization, and balance which they have said numerous times come as beta approaches and launch follows. There is no talk of the barebones systems in place or flat out missing features that we were sold. Guess it's easier to believe that going from Alpha to Beta or Launch will magically make those things appear despite no sign otherwise.
  35. 1 point
    Kraahk

    IDLE EMPIRE (uk/eu)

    Welcome to the crowd. And good luck and have fun with your guild.
  36. 1 point
    To be honest even right now the archdruis is one of the best supports in the game, he brings so much to the table in that regard that boosting him even a little in this aspect will make him imba. I won't enter in details 9f the build because it cost me a lot of time to perfect, but I would just advice you to see blight as somenthing more than a simple bomb detonator
  37. 1 point
    yianni

    Daunting questions for jtodd

    @jtoddcoleman Are there any plans for free city building over what we have today? If not how about different city designs with actual strategic placement? Bigger worlds more unique? Will we have SB style sieges without a schedule, i feel like all the systems for this is in game? What about factories? Any changes coming to the passive training? These 4 things have been daunting me What else would you like to know?
  38. 1 point
    Fefner

    5.115 LIVE Feedback for 6/22/20

    durability on items are taking a massive hit now especially focus gems which seem to be taking 2x durability hits. In 2 hours i ripped through a focus gem to 76 and my armour before was in good shape (over halfway) but now all way under half, i had no deaths before someone says stop dying! Many mmo players wont find it fun if they have to keep farming for gear or resources to make gear in such a short period of time.
  39. 1 point
    Either get rid of scheduled siege times or accommodate time zones from around the world. They have all supported/backed this game to succeed., give them a reason to continue to do so by not leaving them out of the testing process.
  40. 1 point
    makkon

    5.115 LIVE Feedback for 6/22/20

    new ace placement mechanic is awesome, but I think you overtuned it... it is way too easy now. I mean compared to archmage aoe or even frostguard dps potential in groups this makes very strong classes even stronger. fix melee and OP healers plz. not overtuning OP classes. also I noticed what free weawing combo now faster by x1.5 or x2
  41. 1 point
    makkon

    5.115 LIVE Bug Reports for 6/22/20

    force mage and redirect pain: if you get force shueld passive buff and right after this activate redirect pain -> no barrier buff from redirect pain and no icon in timers. if you get redirect pain active and destroy barrier then get active force shield -> you get no barrier. but anyway you will get retribution buff (in details) looks like those setup is fully bugged.
  42. 1 point
    TheMadEmperor

    SYSTEME CULLING ? function ?

    I have no idea how this actually works as well would appreciate any feedback.
  43. 1 point
    veeshan

    Daunting questions for jtodd

    I would be happy with Original darkfall type cities, it wasnt free building they were in set location however every single city had a different design/layout. Some were ontop of platues other were in caves, some had multiply teir wall system and so on each city had different strategy to attack, maybe this will come in time when they add more parcels and things On topic of cities, i would like to see the top of walls grant an range distance modifier buff to take into account of elevation.
  44. 1 point
    veeshan

    Make an ACTUAL FREAKING ECONOMY

    I liked it when we had vendor cities in campaign worlds. Could have neutral outposts/town in campaign world that has patroling guards around with alot of vendor slots in the campaigns.
  45. 1 point
    Pann

    Choices Matter: Racial Disciplines

    Hrmm... Do I share more of these Racial Discipline images - at least another Guinecean one -- or have the words "Thursday at noon" and "DERGS" taunted me so badly that my sense of generosity has been suppressed past the point of giving?
  46. 0 points
    What CF community was waiting for years.
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