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moneda

Testers
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  1. Thanks
    moneda got a reaction from JamesGoblin in 5.115 LIVE Feedback for 6/22/20   
    Please hit play on the following video.
    Do you hear that noise? That pulsing, wavy sound? Please remove that sound from whatever it's associated with. I'm pretty sure I only hear it when I play a Templar so I believe it's associated with Holy Warrior; but as you can see and hear by that video it doesn't stop when Holy Warrior's no longer available or when combat ends, and it kinda makes me wanna punch my speakers.
      The Bloom setting needs to be tuned way down. Here are two screen shots with Bloom enabled and disabled.


  2. Like
    moneda got a reaction from JamesGoblin in 5.115 LIVE Feedback for 6/22/20   
    I don't think the spawning of outpost guards at the outpost they're meant to guard is a noteworthy event.

      Neutral campfires should give the Resting buff. The ones in Gods' Reach especially.

      The tier of weaponry that one can pull out of scavenging boxes is too damn high, especially in Gods' Reach. No one should exit Gods' Reach with better than a Green grade item unless they bought it from another player.
  3. Haha
    moneda reacted to Tehrock in 5.115 LIVE Feedback for 6/22/20   
    Some things about the game I find disappointing and make me wish I hadn't bought it:
    Having to right click every item to loot an enemy. Needs an auto-loot option.
    Really confusing leveling system for professions, and a general lack of explanation of anything in game.
    Lack of missions past starting area, makes the game feel aimless. No idea where to go to progress, get better gear, etc.
    Unintuitive social interface--easy to miss messages in the tiny window, speech bubbles above characters would be nice as well as private chat when clicking on someone's name. Tried for 20 mins to figure out how to leave a group before giving up.
    Really terrible performance issues on 970 GTX.
     
    The game feels like a really bad free to play honestly. Had I known what it was like ahead of time I wouldn't have bought it. It's been out for 2 years and it's still this lacking?
  4. Like
    moneda got a reaction from ComradeAma in 5.115 LIVE Bug Reports for 6/22/20   
    Floating wood~

      An empty chest that wouldn't despawn.

      Frost Armor VFX can still intermittently not despawn when it's collected/used. (Someone else collected it, I just stood in the leftover effect.)

      I previously reported: "If an NPC begins an animation for a power in which they charge/dodge at you, but they die in the midst of that animation, all the effects of that power (damage, CC) still affect you." Actually, this goes for any animation that can CC you, not just charges/dodges.  
    Intermittently scavenging boxes and chests will let you take an item, not despawn, and let you take another.
  5. Thanks
    moneda got a reaction from JamesGoblin in Crowfall 5.115: The Awakening!   
    If it makes you feel better to do that, feel free, but that isn't necessary and I can't imagine anyone at ACE has asked any testers to do that. Reported bugs are in the queue, to be dealt with in whichever order they think they should go in; a process which I guess you should feel free to leave feedback on since that obviously bothers you.
    The main reason to push a patch from a lower populated server to a higher populated one is to get feedback on changes, like what they've done to Retaliate, changes made to crafting disciplines, changes made to war tribe drops, the whole NPE thing, etc. 
  6. Thanks
    moneda reacted to APE in 5.115 LIVE Feedback for 6/22/20   
    Hope to see these options soon. 
     
  7. Like
    moneda got a reaction from RikForFun in Crowfall 5.115: The Awakening!   
    If it makes you feel better to do that, feel free, but that isn't necessary and I can't imagine anyone at ACE has asked any testers to do that. Reported bugs are in the queue, to be dealt with in whichever order they think they should go in; a process which I guess you should feel free to leave feedback on since that obviously bothers you.
    The main reason to push a patch from a lower populated server to a higher populated one is to get feedback on changes, like what they've done to Retaliate, changes made to crafting disciplines, changes made to war tribe drops, the whole NPE thing, etc. 
  8. Like
    moneda got a reaction from blazzen in Crowfall 5.115: The Awakening!   
    If it makes you feel better to do that, feel free, but that isn't necessary and I can't imagine anyone at ACE has asked any testers to do that. Reported bugs are in the queue, to be dealt with in whichever order they think they should go in; a process which I guess you should feel free to leave feedback on since that obviously bothers you.
    The main reason to push a patch from a lower populated server to a higher populated one is to get feedback on changes, like what they've done to Retaliate, changes made to crafting disciplines, changes made to war tribe drops, the whole NPE thing, etc. 
  9. Like
    moneda reacted to Kraahk in 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.
     
  10. Like
    moneda got a reaction from JamesGoblin in Bringing War of the Gods to LIVE   
    I am of the belief that, if this game is a success, there'll be plenty of people who play for years and never touch a Dregs campaign.
  11. Like
    moneda got a reaction from JamesGoblin in Bringing War of the Gods to LIVE   
  12. Like
    moneda got a reaction from JamesGoblin in Bringing War of the Gods to LIVE   
    Skills, items, vessels, everything?
  13. Like
    moneda got a reaction from JamesGoblin in Bringing War of the Gods to LIVE   
    Interesting this patch would hit Live without any of the newbie onboarding stuff... but Live is so massively behind in version this can only be a net positive I think, lol.
  14. Like
    moneda got a reaction from JamesGoblin in A Brand new Crowfall Trashtalk discord!   
    Yo who remembers the name of the forum that got started after the purge here? My brain keeps telling me it was Angry Birds but I'm sure that's lack of sleep talking. I liked the look and feel of LOD's Crowcaine forum, I hope they bring that back during beta.
  15. Like
    moneda got a reaction from JamesGoblin in 5-21 Dregs PvP Compilation   
    Do you have a 2nd PC you use just for rendering?
  16. Like
    moneda got a reaction from JamesGoblin in moneda Gameplay~   
    Recently discovered that I hadn't played a Duelist since Big World v3.3 (or thereabouts)! Also rediscovered how fun the class could be, and so here are some duels~!
     
     
  17. Like
    moneda got a reaction from JamesGoblin in moneda Gameplay~   
    Fun times in the dergs, may they come again soon~!
     
     
  18. Like
    moneda got a reaction from JamesGoblin in moneda Gameplay~   
    GF YggBrasil!
     
  19. Like
    moneda got a reaction from JamesGoblin in moneda Gameplay~   
    LMB FTW! Cleric vs. Ranger
     
  20. Haha
    moneda got a reaction from JamesGoblin in moneda Gameplay~   
    Aayyy, I'm back, and learning once again how not to suck. It's... going well. 😅 Shout out to @Jagour!
     
  21. Like
    moneda got a reaction from JamesGoblin in So long and thanks for the fish!   
    👋🏾👋🏾👋🏾 Travel safe~!
  22. Like
    moneda reacted to ComradeAma in 5.115 TEST Bug Reports for 6/19/20   
    If you are fast clicking Lobby UI you can get such issues 
     
  23. Like
    moneda got a reaction from TheMadEmperor in Alliances mechanics: would be a HUGE boost for Crowfall!   
    There should only be an option to "bend the knee" to another guild, automatically sacrificing a portion of whatever rewards you win during the campaign.
  24. Thanks
    moneda reacted to dinorage in 5.115 TEST Feedback for 6/19/20   
    *Cry of Joy*
    I did it I made the Mountain Citadel Parcel before resets
    It took about a week with mats and coin widely available which I think is fine.
    Only 4 issues I have
    1. Wish there was soil on the Parcel/vendor vendor so I could speed up crafting time so im not spending most of test crafting to try to test EK stuff.
    2. You need to look at the tokens that are given at the Mountain Citadel  as it has almost the same amount of tokens as a Capital city. Till this is change its almost no point in crafting

    Capital Parcel– 32 Squares Building Tokens       XS S M L XL       14 18 41 16 3       Defense Tokens       XS S M L XL       220 160 80 40 0      
    Mountain Citadel Parcel–32 Squares  Building Tokens       XS S M L XL       9 18 46 16 3       Defense Tokens       XS S M L XL       220 160 80 40 0        
    3. For the time it takes to build a Mountain Citadel its very meh. Maybe I built the hype up for the time it took to build but I was very underwhelmed.
    4. Would be nice to be able to uses my purchase Parcels in the craft so also quicken the build time
  25. Like
    moneda got a reaction from SAM_BUKA in Alliances mechanics: would be a HUGE boost for Crowfall!   
    There should only be an option to "bend the knee" to another guild, automatically sacrificing a portion of whatever rewards you win during the campaign.
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