whitemagic

Testers
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About whitemagic

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    Hatchling

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  1. Nowhere were comments made with regards to it being a solo game, also no MMO in recent history takes months anymore to get to max level. The comment was purely remarking on the fact that for people new to this game, i.e. those that will hear about it and try out this new game will be stuck with few skills. Changing the skill unlock progression would make the experience for those people more engaging and for those that already power through it there won't be a change.
  2. Harvesting Sound effects for cutting down trees is not aligned with the animations, resulting in hearing impact sounds during the backswing etc. While just cosmetic it results in cutting down trees feel unresponsive due to cues being provided at the wrong times. Pressing Q to activate the harvesting pip spender more often then not fails to trigger when holding LMB down instead of pressing it for every swing. This makes it rather awkward to use the ability and interrupts the fluidity of the system. Harvesting creates often has critical hit spots in places that, when targeted, results in the inability to harvest the creature. See attached screenshots Talent Tree Overall I like the idea and how the system seems to work with a few caveats. Currently picking a new skill just tells the user what the name of the skill is. For people that have been playing for a while this is not an issue as they know what that skill is. However, for people new to the game they have no idea what that skill will do, thus showing information about the skills etc. being unlocked before unlocking them would be great. The rate at which skills are made available to the player is very slow, when compared to traditional MMOs. While the rate at which characters level will undoubtedly get faster the longer the game is out due to sacrificing, power leveling etc. being stuck for a long time with one or two skills is not an ideal experience for people new to the game, as their combat experience boils down to "hold down LMB" for a long period of time. Performance As others have mentioned there are several easily reproducible scenarios where the game will hitch, including: Open / close any type of UI, e.g. inventory, looting, crafting, etc Harvesting when doobers are spawned has a good chance of hitching the client
  3. Some feedback on the skill tree changes. Overall I like the switch to accumulate and then spend, and as mentioned repeatedly by the devs I definitely was using the old system in that manner. The change also addressed or attempts to address two other issues I had namely the tedium of spending the points and the lack of clarity when it comes to figuring out what it takes to unlock the next node or tree. I mainly have two comments with regards to the new system. The biggest one is that it seems that the skill tree requires constant communication with the server, e.g. user clicks on point to spend -> wait for server to ok this -> provide user feedback. As can be seen from the below video this is rather awkward when the ping is not really low. I'm located in Australia so I have roughly 250ms network ping to the servers typically. Changing this so it is as instant as shown in the 5.6 intro video would be really good, as currently the user has to realize this is happening or else will complain about a bad system. The other comment is with regards to the dashed lines and the intent behind them. Providing some information about what is required to unlock a node is good, as this was missing / unclear previously. However, currently there is nothing teaching a user that the number of dashes is the number of required points in preceding nodes. Changing the color of the dashes with each unlocked pip, say turning them black instead of grey, would provide an at a glance information and due to the visuals changing at the same time teaching the user about it. Additionally ensuring the dashes are all the same length probably would make it clearer that they aren't just there to look pretty. When creating a female human ranger the hair color choice did not have an effect, not sure if this is just not implemented yet or a bug. Finally, the change to the pickup of dropped items such as wood etc. is really nice. Before it was rather tedious and borderline infuriating to pick those up due to the need to run very precisely over them and the delayed feedback of having picked up the time. The changes now make it feel very responsive and it feels good to run over things to pick them up.