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Everything posted by linc

  1. Congrats I guess on what most everybody testing in the last couple months has known. While its nice to see progress, and I'm sure everybody wants to see launch sooner rather than later. There are a couple of HUMONGOUS features we are still missing! Namely GUILD BANK, seemingly such a basic feature in modern MMO's that the community has been begging for, for literal years. Inventory options in general are abysmal. Also ALLIANCES, correct me if I'm wrong, but one of the original pitch lines was game of thrones style "bend the knee" or get crushed. ("Play to Crush" I think was a slogan). Basically community building features ingame are non existent. And for wanting to be a community driven game, does not look very good for longevity. While I want to have faith that these are not going overlooked, maybe a "Roadmap to Beta" type article would be helpful. Or just giving an estimate on how many more alpha phases we've got left.
  2. had some fun teleporting across the map in gods reach. I think this is a known bug, but me and a couple guildies repeated it tonight. There is a camp there and when we got near the missing tent it would teleport us to random places on the map. The place I got teleported to is indicated in the image, it was to another missing tent near some aracroix. I was able to repeat this twice, my guildmate got tele'd to one of the other respawn outposts far from the fort.
  3. It's true, a dodge should be just that, moving out of the way of damage. Not an infinite escape mechanic that puts you into perfect distance for ranged combat. Duelist is definitely OP compared to other classes. The dodge is one part of it.
  4. As much as I respect the guy we need a Q&A without J.T.C. Frankly the last one felt like a recruitment video, a horrendous slander to all the loyal fans that have been freely (frustratedly) testing this ALPHA quality game. I could go on, but I really didn't want to rage. So just bring back the old Blair / Halish "patch notes from the future" segment. Would be so much more welcome than another JTC corporate shill hour.
  5. Played a bit more around with it last night, and zooming in to first person seemed to help a lot with the hitching. I'm still thinking it's something to do with player character rendering. Any updates on the hitching issues @jtoddcoleman? The Livestream was taken up by npe talk
  6. so I did a few more tests on the hitching around nodes and noticed that turning graphics up to very high and enabling everything possible felt like fewer hitches around harvest nodes than with graphics on basic. Hitching while moving to different parcels or looking around quickly was still there. Also from basic -> very high was about a 15fps drop average. I'm curious @yianni what kind of connection to do you have? I'm currently in the country with a 4g wireless connection.
  7. Artifact Tables are missing the recipes they were designed for, so they are worthless props atm. I checked 2 tables in the southern sun temple of gods reach. Many others are reporting the same thing. Also noticed on my dirge that the bug that makes impale not go off is back, so I have to hammer it and get the animation 4-5 times before it actually goes off. This was back on the last day of the last campaign.
  8. +1 for the AP -> SP buff, even at a like 1/2 rate would be nice. Ideally on a discipline, and then not long enough to get off all your CDs, but enough for a 'burst heal'. As it is hybrid healing is a joke. Healing in general seems pretty underwhelming compared to the damage some classes are putting out. Balance is definitely off currently, putting passive training at a snails pace isn't helping us test it either *WINK WINK* . It's sad to say but I think 'balance' is one of the things on the 'backburner'. As for melee sticking, I really think that can't be addressed until CC is fixed, I do like the dodge takes stamina idea. Also I feel that nerfing the poorly made dergs out of mino/elk dodges hurt melee a ton. (For the love of god revert this, its so ridiculous to be sticking my horns in the ground)
  9. the campaign that ended today it was a rollercoaster. @PaleOne decided we would get a top 5 spot in conquests, so he went on an all night cap-a-thon and almost made it to 5k. When I got on with 5 hours left we had ~4k pts and a lot of red sitting on outposts, after Borrins (french guild) backcapped us we had ~2k!! So I led a group in speedcapping every outpost possible, when I noticed it was MORE effective to target just the points with the largest penalties. Owned by the top 5 conquest guilds. THEN there was a huge upset when the Hy'shen guys lost 24k points on a fort. (sidenote: THAT SUCKS, imagine defending a fort the whole campaign and then losing ALL your points from other caps because they held onto the fort and it flipped in the last hour) Anyway that let us target the french guild to get the 5th spot with only 3 guys. In the end it was more effective to de-cap points and leave than to sit and cap them ourselves. I'm glad to see that the winner will come from divine favor rather than conquests now. The whole point of posting the story is highlight that the current cap penalty is insanely unbalanced and can easily be gamed to screw over hard working guilds.
  10. my hitching isn't as bad as yianni's, but similar. It's mostly when I'm paranoid and spinning the camera looking for the giant winterblades zerg. Also during combat, the lighting is a good place to start at the fess'nados seem to affect it, also when turning from night/day. My system isn't even close to his and I get a fairly consistent ~50 fps with a gtx 1660 OC edition and an old i5 3570k, aside from the hitching. It's also easily repeatable just by mousing over mutliple harvest nodes. I avoid the little cobble/slag groupings as that is hitching hell. My best guess as an amateur game tester is quick render/load of the tools as you mouse over different nodes, and the glow from runetools seems to make it worse. Although that doesn't exactly explain the hitching mid-combat which is objectively much more of a detriment to gameplay. When I update I'll mess with some settings to see if I can help with better feedback
  11. i agree new player experience is pretty awful this patch. There is a little protip tho, delete the starter weapons. A basic crafted weapon using knotwood and cobble is 3x+ the damage. Also making UI improvements to make grouping easier would go ALONG way in improving the new player experience. Currently you don't lose any xp for partying, and considering the lack of mobs in the current GR soloing mobs for xp is hurting the entire player base.
  12. i think we can all agree the beginning is pretty harsh, now that's kinda biased against those of us that have been waiting to test. But I'm suspecting telling new ppl they have to wait 1.5 full 'real life' days to even equip a mount will leave a bad impression on new players. At that point you might as well put in the talent tree as a level gate, I assume dev thinking is to limit a new characters mobility until they level up some to avoid a bad impression of fighting higher level mobs. Anyway I don't think the solution is just 10x the speed, but -10x the required points on the basics line, most people get frustrated getting stuck on the basics of anything. Even if those extra points are distributed to the 'tier 2' nodes. But really its still an issue of seeing 1 part of the whole game, I am excited to check out how the war game goes now. Maybe we'll all be distracted running caravans to notice how much slower the passive training is.
  13. A better solution to this would be some kind of API plugin, so anybody could write an app to display this info. Or guilds could just slap a banner on there website, maybe even set notifications for members. The page https://crowfall.com/en-US/campaigns is a good start. I'd imagine its one of those things Tod would just shrug off, and say 'maybe once we get dev time'. It's one of those things almost necessary in a competitive pvp game. People will eventually come up with bots to do it anyway if the game takes off. But hey they gotta fill an hour, and its fun to hear em ramble on about hypothetical stuff. For my own question, I'd like to hear more about what kinds of parcel designs are in the works. To be honest, after a couple campaigns the worlds get pretty bland right now. Personally, I'd like to see more verticallity to them. For example, a canopy or ancient stoneborne tower with a control point to give better vision. Or just show us some Frostweaver gameplay, even if it is unpolished. I know for a fact some guildies have been salivating for that.
  14. @thomasblair mentioned a place for feedback specifically for the 5.11. And I just wanted to mention the racial stealth speed of fae is flat out unbalanced. Theres almost no reason to play a stealth class as any other race. Rather than nerf it, I'd like to see it expanded onto a major dicipline, and ensure it doesn't stack with the fae racial.
  15. not sure whats going on, earlier in the week i updated to 5.10 and was getting horrendous FPS no matter what quality i selected Thursday it updated and i was able to play quite well at 60+ fps. Then updated this morning again and back down to 15 fps????? I have been using a brand new predator helios 300 laptop, GTX 1060 Both times I went from the temple to a couple different maps and fought pigmen, fps stayed same
  16. so my question is this, will this gear be good for sacrificing? it seems like it might. At least that might help with the horrible xp grind. But builds REQUIRE disciplines, making them RNG is bonkers. I mean I can't even get decent materials to craft without foreman, FFS at least give a consistent method of obtaining all the exploration discs.
  17. I too am hoping for a smite like feel to the combat, although the chain stun/silence in smite is a bit extreme. Love the 'resolve' mechanic idea as well, there seems to be many more options than a flat 15 sec immunity. Just thinking on it what if there were a visual indicator for all players to see resolve, or at least when one is close to full. I imagine mid combat thinking, just dodge the centaur, one more stun and he'll roflstomp me. Is anybody else tempted to make the guild, 'Not another f**king centaur incident '?
  18. HoT's for potions are cool mana and health. But personally I believe they should be an out of combat thing. I'm really against the more potions you bring gives you combat advantage.
  19. Very VERY good move guys. Horizontal progression > Vertical in any sandbox style game. Another Con I see to this system is balancing damage types and skill will be even more delicate, and 'meta' play will become necessary. For example, say early game archers headshotting everyone because bows are cheap and easy to come by will force everyone into wearing a leather helms, not fun. So its a really nice idea and fun to give players more armor choices, but I've found from other games that mixing armor types can lead to a min/max'd perfect armor set that everyone eventually runs, again not fun. Balancing damage potential from each type will be key to preventing this. Also I really hope you guys are experimenting with a weaponswap system similar to GW2 or ESO. And make swapping armor or other weapons be an out of combat only with a rooted cast
  20. The details are not complete, they've said their working on combat currently. The best we have is a quote saying they're 'leaning toward Tera combat' followed up by linking a video which compared WoW's poorly made socksty combat to GW2 and Tera. So if you HAVE to have all the details of exactly how combat is going to work before you back the project, then your not ready to back it. Currently the only statement they will give is 'its not ready' and 'we'd love to hear your feedback on how you think it should be'
  21. It will certainly be interesting to watch how it plays out. One benefit currency has that many may not realize is that it weight/inventory space is reduced significantly. So it may be much easier to export a lot of currency from a campaign than raw materials. Also I forsee there being a TON of different coins at the start, but then people will gravitate toward a few different ones in the end. Like a large guild/alliance will have their own currency that they try to control. This would open up markets for currency conversion, or it would affect decisions on what currency to take into what campaigns if any at all.
  22. 100% agree crafters should be able to have some combat abilities, otherwise I just see people having a crafter alt that goes 90% unused. I mean min-maxers will do this anyway, but as long as they don't have a huge advantage its fine. As far as the crafting system as a while goes, I'd like to see it be very scalable to the point where within 5 minutes of joining a campaign I could pick up some sticks and stones and make some really basic tools/weapons. All the way up to spending 3/4 of the campaign amassing high quality ore to mass produce top tier armor for my guild on our last push for the win. And I'd be more concerned with the import rules than the export rules, obviously a guild that won the last campaign would have a huge advantage by being able to import top tier gear they made from the exported materials into the next campaign. Another issue I see is alts more alts = more imported gear.
  23. BAM! I totally called it, both stretch goals. Although mounts/vehicles may not be as elaborate as I described, I'm still optimistic for naval stuffs. I mean who wouldn't want to be a Guinecean Pirate?!!
  24. Quoted for truth. It's a castle seige game, of course there will be zergs. But all of the mechanics of the game seem to favor small coordinated strategy. Especially loot drop on death and FF.
  25. Summer 2015 is a 3 month window. That's plenty of notification IMO. I mean the game is still hinging on the kickstarter. Have realistic expectations, I.E. don't expect any sort of schedule update till after the kickstarter campaign.
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