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About AyeCo

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    Long walks on the beach.

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  1. A combo system that allows you to execute the next step of the combo without actually landing the prior steps, which feels really wierd. Identifying when to block or dodge in order to shut down someone's combo and force them to reset it would be a really nice addition. Then you can choose to deny the combo (short term gain, they're going to try again once the starter is off CD), or try and block / dodge the finisher forcing them to burn the higher cd finisher with extra damage or cc effect (longer term gain as they will be without the finisher for 15-20seconds, but you risk failing your dodge and soaking the effect).
  2. We understand there's got to be sacrifices, I mean we're all hoping for a Fantasy Throne War MMO that delivers PvP on mass scale rarely seen outside of the likes of GW2, EVE and other KMMO's (Aion for example), combined with player driven economies and siege equipment etc. I think visibility is definitely something of a problem that ties into what we're discussing, some AOE's have telegraphs, yet my melee strikes don't, outside of experience, a player doesn't know if something is in range, if their target was actually in range of their 5m two handed strike or not, I'm not advocating Crowfall should have telegraphs, but I think there's definitely something to be said for target holograms similar to something more MoBA style, wherein the user can see where their attack will go and what shape it takes, but only before casting: Another thing with visibility is definitely with regards to incoming damage and being able to identify where it came from: This video timestamp highlights a facet of what I'm getting at, the recording player casts shockwave, gets a nice spell effect (not that spell effects can't get more love ;P ), and the player in front of them is knocked down. That being said, not a few seconds later there's a little red - number showing they got hit, then the game states the player was knocked down. As testers and fans of the game, we know it was probably a ranger ability or something coming from the enemy team backline, but ultimately it's incredibly hard to tell for the player being affected, and it just doesn't look good, so it doesn't feel good. If there was a big fireball, or an arrow with a huge rock, maybe with some impact explosion on the inverse vector to the attack, then not only would it look so much better, but it would inform the player of the threat's direction. I think there's currently a lot of effects like this, which when coupled with the currently movement syncing issues, can really detract from gameplay. Root effects are a massive culprit of this, I've lost count of the amount of times I just get "Rooted" show up on the side of my character, normally alongside a tonne of debuffs as a druid unleashes a flurry of attacks at me, and I have no idea what's rooting me or how long it will last. Now if I could pause the game, I'm sure I'd be able to find the debuff and a timer next to it, but in a fast paced action game, that information needs to be clear and it needs to be non-textual, for example WoW UI's have the ability to have the timer play as an overlay over the skill icon (either numerical or via a transparent overlay), but also they have clear cut spell effects for these types of CC, if a frost mage freezes you, you get a circle of ice around your feet, if a druid roots you, you get roots come out of the ground and hold you in place, this allows the afflicted player to respond in a fraction of the time, or know how long to be defensive for whilst waiting for the CC to time out. This problem is especially apparent when you have multiple types of CC applied to you at once, getting rooted whilst being blinded is a case of this. I really believe Crowfall needs to be more obvious in this department as one of the criteria of making combat more fun. When it comes to hitreg, of course there's going to be ms tolerance, anyone who's PvP'd in any MMO should understand that it's part of the experience ultimately. This isn't some tightly tuned system for 10 players max and 10 players only, so I really don't have complaints of "I CLEARLY DODGED THAT ATTACK" and actually think that CF currently handles this quite well, underlying movement issues and syncing being the detractor from this, say when you roll then get lagged back into position, or when you get knocked down and do that little jiggle dance as the server pulls you back to the Position you were in when it registered the hit vs where your client had rendered you. I don't presume to understand the full depth of the complexities of both the causes and solutions of these problems, I bowed out of gamedev and went the easy life of business line programming. I can only give feedback on what's currently detracting from engagement in Crowfall gameplay, and what I believe the end result needs to more closely resemble in order to make the game more enjoyable.
  3. Impactful is definitely one of the aspects I meant to express in my post, and understand that for combat to be fluid we can't have the feel of something like MHW or Dauntless. It's hard to describe these things without visual comparisons, but my frame of reference is definitely more along the lines of Wildstar, which had fluid action combat, similar to CF's (ofc with telegraphs instead of real aiming) but as a player I definitely felt like control of my character was more responsive. I'll try to put together some videos when I'm back off hols to highlight what I'm talking about at little better, but I'm aware this isn't something that gets "fixed" in a single sprint or even numerous sprints and on top of that, what I'm alluding to isn't merely a single problems, it's impact, it's responsiveness, it's terrain collision handling, and many others. However, Crowfall is going to live or die on the quality of it's combat, which is why I'm worried right now.
  4. I'm loving the game getting wider and more fleshed out, but I've gotta say I'm still really worried about advances in combat and control responsiveness. I've been doing a lot more playtesting since 5.3 and now 5.4 came out and whilst I know some issues are down to spiky msg ms, Crowfall is still lacking when it comes to feeling connected with my character. Leaps and dispositions still feel very rough around the edges, especially observing other people executing these skills as they stutter-fly through the air, and combat just doesn't look impactful enough yet, this effect is magnified in melee where you see everything up close. I remember our chats at gamescom that this was going to be an ongoing cycle of improvement and changes etc and I'm just wondering when we might see more of these upgrades coming our way?
  5. Templars need some love...3rd tray maybe..

    In my experience Templars thrive in the thick of the fight as a beefy frontline support, we've got a good gap closer (though a good player can predict and force you to waste it) and a decent selection of CC as well as many hybrid damage/healing options for sustain. I think once all classes get access to ranged disciplines, there will be some much more interesting ways to play them solo/v.small group.
  6. Cleric as possible 1vs1 beast?

    I just run Holy Avenger because I get to go around quoting Galaxy Quest. Idgaf if it's useless! xD The cleric's biggest weakness that I've seen in my limited and lag filled fights has been that they are prone to being kited or rooted + nuked, which is fair. But ultimately it's not meant to be a 1v1 class at the core of it's design.
  7. Definitely, I mean we can almost see the game loop as it stands. We still haven't seen seasons, or capturing mines / resource caravans or even the different rulesets, but ultimately we can see the outline, you go to a campaign, fight for the key areas of the map, get mats and craft/export them allowing you to later import more mats or start off a bit stronger (depending on which ruleset you're playing). Crafting needs a lot of love, especially when it comes to the question of time required to craft vs ease of loss. So it would definitely be cool in future to have the ability to automate aspects of this (much in the way one sets up a crafting run in a factory on EVE), or alternatively have a way of insuring items against durability. To reflect on the OP's point, I don't agree that constant climb is what keeps players playing, I think that's a faux impression left by the era of themepark MMO's that have always used a gear treadmill as a hook. Sandbox games definitely keep people involved by being fun to play and making them feel like their actions can have consequences. I know it's a tired comparison but in EVE for example, you can end up limited to a set of ships and equipment for months at a time, but the gameloop is fun (for enough people to keep it running for MANY years). Once the gameplay.
  8. @OP if outlets aren't maintaining their release dates based on news, I think that's their failing as an outlet. We're all hoping for (and ACE seem to be geared for) a 2018 soft launch, but I don't think we'll see it till Q3 at the earliest. Some systems are still in need of (and getting) lots of love. The feel of combat still needs tightening, CC's need more visual emphasis (I'm especially looking at you, Immobilisation/Root), crafting costs need balancing and last but definitely not least server stability needs much more work, when the message ping starts spiking it's basically game over for anyone who's not playing a pure ranged auto attacker. To come back to my point though, it's not the job of the developers to go chasing up every outlet to make sure their information is up-to-date when they haven't responded to comms coming from official channels. It's even worse with sites like MMORPG where they'll even do a news post on the games' news, but then not update the product information at the top of the page.
  9. As a whole as well I'm not too sold on the pips that now require you to login every day, I know EVE has this system, but currently this is far more familiar of EVE circa 2007. Whilst I like how the bank works, being totally honest, I'd much prefer a planning system outright, with VIP's allowed to plan further into the future. The time bank could still exist, but in that case it steps in for those who go on longer breaks or who want to focus training 'tall'. Tall training could be done by leaving one or two slots without training so they fill your bank, whilst one slot trains the skills you want and the user pours banked time into those skills.
  10. Looking gooooooooooooooooooooooooooooooooooooooooooooood
  11. Really happy with how far Crowfall has come so far Looking forward to getting stuck in for 2018!
  12. Got a link? At the moment my knowledge is that the Bard/Troubadour will be available via disciplines rather than a new base class.
  13. Am I mistaken in believing we've got a skill wipe incoming though?
  14. Indeed, absolutely loved helping out around the booth, only downside was we had like 3 REALLY loud booths around us, so all of us were basically having to yell! And that's why all of us sound like we've got toads stuck in our throats! Looking forward to being help out more in the future also! Cheers ACE!
  15. Thanks for the write up! Didn't actually get to hear the stream last night