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TwinGemini

Testers
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  1. Like
    TwinGemini reacted to blazzen in First Look: UI Updates   
    I think having nameplates and health bars over everyone's head causes lots of clutter, performance issues and makes hiding in the environment harder. I'd like to see a targeting hud that pops up when you put your crosshairs on someone and do away with hp bars and nameplates as they are now.
    Take a look at Darkfall Unholy Wars for example.
     
  2. Like
    TwinGemini reacted to perfectdork in First Look: UI Updates   
    Floating nameplate UIs will be addressed when we update the Combat HUD to be movable, and customizable with various visual styles (different bar styles, hiding/showing text elements, etc). Those systems are linked. It's not far away!
  3. Like
    TwinGemini reacted to Weebles in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    In all other survival games I've played (DayZ, Rust, Arma, etc) my friends and I always use a 3rd party voice app to communicate.  In game voice was still used to talk to other players we came across since it's easier then giving them the 3rd party app info.  This addition would be a great thing for Crowfall since people could easily talk to one another without needing to stop all movement to type out messages in chat.  I would love to see this feature come out eventually but I don't think it's a system that needs a bunch of resources funneled towards it when a lot of the core systems/mechanics still need be finished and brought online.  Hopefully they find time in the beta stage or after the soft launch to build a proximity voice system in game.  
     
    Also, in all other survival games there has always been a 3rd party mod to stop people from using voice on the global channel for the server.  I don't think a global channel needs to be implemented at all.  I would prefer just having Proximity, Group, and Raid voice channels.
  4. Like
    TwinGemini reacted to Phylor.the.Jester in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    I think it would be nifty to have but it isn't like something like this would ever be used to overhear people talking about something important. It would be pretty cool for communicating with randoms you came across however. 
     
    Almost all guilds will use some sort of 3rd party communication tool. Generally in game would probably be bound to a different key so as to avoid anything like that happening.
  5. Like
    TwinGemini reacted to Vectious in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    Very interesting. Im not sure the burden/worth ratio would be there for them to do it in game. However, if they allowed a API that you can transmit your x/y coordinate to something like discord, theres no reason you cannot program something like this inside discord itself.
     
    You would have everyones cords and discord would handle who hears what.
     
    API can really bring games to the next level, you take the burden and constraint out of the developers hand and give the players the option to create some really amazing things. 
     
     
    On the topic of scout, it would be pretty neat if they could put a invisible debuff on a player that would force them to show up on your teams map, and it would have to be refreshed from time to time, of course.
  6. Like
    TwinGemini reacted to Handies in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    If you really think that even if this game had that prox chat, that guilds would use that as the main being even close to majority, you are badly mistaken.  3rd party will always win out for  various reasons.
  7. Like
    TwinGemini reacted to Arkade in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    Guilds are going to have their own voice chat, whether it is discord, teamspeak or whatever. They aren't going to let people from outside their guild into the chat. Having promixity voice chat will in no way discourage the use of 3rd party voice comms.
  8. Like
    TwinGemini reacted to StormShadow in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    I could see the "spy" problem you speak of if the spy was in the factions discord large lobby room listening to overall given team commands, where team leaders would gather. I guess really it doesn't have to be large discord room either to be unnoticed, probably any random newly joined guild member could join in on the small rooms and yet only be there to siphon early information for their own guild on the opposite team. Just hope most teams will realize to use a party chat for important information on where to attack on map next.
    I do like the idea of the scout role bringing back updated map info for the team. We'll have to see how this all plays out in the coming campaign tests.
  9. Like
    TwinGemini reacted to VIKINGNAIL in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    Yep, which is another reason I wish ACE would just implement it, but they also get a lot of people that are extremely vocal against the idea because some people don't like hearing those gosh darn kids on voice while they get rolled up on and pk'd.
  10. Like
    TwinGemini reacted to drunk in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    i agree with you
     
    Proximity voice is pretty much common in survival games and is also used a lot. I think unity does support it almost out of the box.
  11. Like
    TwinGemini got a reaction from StormShadow in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    EDITED. Since I now see what others were trying to point out to me here below. (Basically describing to me that large 3rd party guild channels would always exist and have the upper hand no matter what communication system a game puts into place)...
     
    I now foresee a problem with any uncoverable map system for this game. (Todds scouts suggestion

    Reason that I think we would have a problem, if map visuals have to be constantly refreshed or put together in pieces by scouts.. As the campaign progresses, a team/faction made up of 1 large discord channel, would uncover a map layout easier then a team/faction made up of many small discords channels.(or smaller guilds)
    More smaller discords rooms would equal less organized team because things like map screenshots would be taken and shared, as well as their fluid communication about the campaign layout of parcels would be easier for them to figure out and share as well. (with coordinates now too)
     
    I think we need to keep the idea of just the compass system, where we only know where our party is and what they are doing. Not a map of knowing what other faction parties (friendly or enemy) are accomplishing on a campaign world.
    Please keep the map layout a secret to all parties, and have them be forced to venture out and decide to either find other groups, or take on objectives that are only in their "sight range" they decide to overtake or not. (like in Hungerdome and siege perilous test layouts)
     
    Though unlike the hungerdome and SP lobby.. I'm not even sure knowing at the beginning of the match "whos player names" or "whos guild names" seen joining, other then your own party, is a good idea either.. It's another simple reason of being able to communicate with other known guild party teams on what they have seen or are discovering in their campaign map and figure out how to group up quicker. I'd now say keep it all random.
    I see a frustration too of campaign timelines and the constant logging off players on a team but ill leave this topic alone for now. My head hurts..lol
    _____________________________
     
    Original post:
    During the last live Twitch event Todd gave a vision hint for "Scouts" role in Crowfall:
     
    I would like to suggest a further role for scouts that I think is important regarding a possible problem with "Large" Discord channels and the ability to share enemy position information between voice channels.
     
    The possible unforeseen Discord problem?:
    As the campaign progresses, without a system of ingame proximity use of voice, I can foresee a problem with enemy eavesdroppers listening to the other faction sides Discord channel. This means anyone can have the ability to spread information to their own team/guilds Discord channel about where the enemy team is, and what they are focusing their efforts on. Examples: taking over a mine, or small crafting building. etc.
     
    Do we need Proximity Communication?
    ...for the reason above, I would like to see an ingame proximity voice system and a proximity chat system . A proximity voice area for the "main keep" and various proximity voice for party groups out in the "battlefield". Where you have to be in a certain area to hear the groups.
     
    The chat system is also set up the same way as proximity only with the exception of "tells" and maybe "party chat".
    ("Global chat lobbies" is also maybe allowed too for random socializing of RL news..)
     
    This brings Scouts an additional role:
    In the campaign server, as Todd hinted at, "having scouts/trackers be the ones to bring back map information to a gathering table". Does this mean only updates to enemy land plot claims?..
    ... I would suggest go a step further for scouts to seek out other "friendly" team parties as well within the campaign map...
    Have scouts also bring map "snapshots" of friendly party positioning to other various friendly parties throughout the battlefield. This map may also include an update to any new appointed party leader names, (after other party leaders have logged off) Having these given names allows leaders to communicate to each other via sending chat "tells" since they can't reach each other with the proximity voice.
     
    After leaders receive the scouts map information, maybe only leaders with the leadership discipline be able decode the map and be able share it to the party to plan various collaboration efforts or possible scheduling of a meet up with other parties to discuss further objective plans via proximity voice and chat.
     
    Conclusion:
    So with this suggested role for scouts and the suggestions of implementation of an ingame voice proximity and chat. It would maybe deter 3rd party voice apps from being the "main" "go-to" game server channel where anyone and everyone will be sharing verbal information, The reality is sadly all you have to do to cheat is join in an enemy Discord room to hear them.. Maybe, you may have to be a member of a guild to join their Discord channel, but who is to say you cant have a second character account (spy) sitting AFK in the room and in the campaign? Or they have better allegiance to another guild.. We should rely on the game to show us different plans playing out. Not get most info from "on all the time" voice room/rooms.)
     
    Let me know your thoughts!
     
     
    P.S: I think it would be nice to have "keep/castle proximity chat bubbles" as a player option to turn on or off. It adds a nice "social" role play system and an easy to determine "heads-up" conversation in large player groups or camps, (to negate a fast scrolling chat box and name matching to various character bodies). They also serve as a roleplay mechanic for things like vendor daily sales and location coord spamming in large EK keeps/cities to make the city look thriving to the new players.
    (reminds me of SWG city of Coronet/Theed, where it was the default gathering place to see all different types of geared players/NPCs/classes/professions/vendor advertising/combat duels/social bars. - All incentives for new players to fulfill different roles and continue playing the game.)
     
     
    ***Edit: Yes, large and already established guilds will have their go-to 3rd party voice channels. I'm not saying they shouldn't... Because can't they use them both? (as an ingame push-to-talk mechanic), I'm just saying for any new players, solo players, guild seekers or small guilds who want to tag along on large faction teams made up of many different guilds (faction goal), they wwould be able to do so easily (and not really be able to spy for other faction/guilds too much due to prox voice and limited large Discord rooms).
    I see it as an effective way of communicating between one another when the game is being "played". Already having a setup ingame prox voice chat would be far easier for them to quickly say something helpful, as combat is too fast paced to type. That is if they see their message in a scrolling chat box, oh also if they can quickly match the name to the character (cause no implemented chat bubbles or heads up).
    An ingame proximity voice + chat bubbles would cater to a wide range of players for this game and guilds of all sizes for various campaigns.. just sayin.
  12. Like
    TwinGemini reacted to VIKINGNAIL in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    Proximity voice is great for emergent gameplay in a pvp game.  It's a shame ACE isn't implementing it.  It's a feature that by itself could end up making the game widely popular or not.  Survival game players love the proximity voice chat, and the emergent gameplay that it brings is something that some of the biggest streamers focus on as a contributor to the entertainment value of their stream. 
     
    It's become far too natural for someone like Lirik to approach a stranger in game and bring out the social aspect of it through a proximity voice chat conversation.
     
    Seeing a stranger, stopping, and having a typed conversation is a pretty outdated design.
     
    If ACE simply doesn't have the money for such things then that's just something that has to be accepted, but to miss out on a feature that so many games have now and that is naturally fitting for social games is kind of like having 1 foot stuck in the past. 
  13. Like
    TwinGemini reacted to Whip in Chat bubbles and no Global chat   
    Sorry to "gravedig" this post 21 days after the last post.
     
    But +1 to chat bubbles.
     
    I know Todd and and Thomas Blair like to mock the idea, implying its silly to have them. And they don't like them for aesthetic reasons. But i'd argue their non-aesthetic but functional value. In every game I had them I was able to connect with other players much more immersively than in games in which I did not have them.

    Would I have bonded with so many other SWG players if they were not able to express their personalities through mood based chat bubbles? If I had to rely on the chat window in the corner of my screen, definitely not. I mean, we even had 120+ emotes.
     
    Again; to scratch the idea from an aesthetically point of view, I don't understand. Functionally it has value has it not? Surely there's a solution.

    I don't think I would've ever sat with people around a camp fire in SWG if I shared the chat with 120 other people. Or if I had to spend time analyzing who said what instead of just looking at them.

    You might say there's "groupchat" for that. But there's no emergent social events like the random campfire exchange if someone has to accept a groupchat window.
     
    You guys are hitting all the right triggers with your game mechanics. But I'm sorry to say, this is an MMO. If I don't make bonds with people, there will be nothing for me to come back to after the novelty has worn off. 

    Edit: Its early of course. We're alpha, this could be an after release thing like Todd mentions. But the way they discussed the notion felt a lot like someone suggested a silly idea and they were making fun of it... "comic sans". Common guys.
  14. Like
    TwinGemini got a reaction from RubixDurp in Worldmaps and scouting info!   
    I really like the scouting ideas of bringing the changing map layouts back to base! I think would be really fun.
     
    I would also like to see some kind of map or compass system to "reveal combat areas", to see where beginning fights breakout. (like ESO PVP map has). It helps small nearby groups pinpoint where help is needed. (Mostly for large faction campaigns.)
     
    With this I also hope they change the current "hearing harvesting before seeing player visual" mechanic or atleast reduce the sound draw distance, as the harvesters/gatherers need a survival chance if they successfully see an enemy team approaching them. (Which should be the same time the enemy stumbles upon them by default.) unless enemy is tracking, stealthed, or riding loud mount straight to you.
     
    But I guess we'll get this info when tracking details surface.
  15. Like
    TwinGemini reacted to Tinnis in 12 hour live stream index (+how to view faster)   
    “Tinnis - you’re a scarf wearing time travelling British alien right?
    How can I view the live stream from the past?
    Can I bend time to my will and watch the videos faster without imploding the universe?"
     
    All broadcasts are saved as video on demand clips that will expire around early Feb [14 days]. See list below.
     
    Bonus nerd points to watch videos faster:
     
     
     
    12 HOUR STREAM VOD CLIP INDEX:

    2:39 https://www.twitch.tv/crowfallgame/v/115586208 [stream issues]
    0:40 https://www.twitch.tv/crowfallgame/v/115586796 [stream issues]
    9:11 https://www.twitch.tv/crowfallgame/v/115587074 [todd/blair chat and stream issues]
    0:16 https://www.twitch.tv/crowfallgame/v/115588454 [stream issues]
    26:18 https://www.twitch.tv/crowfallgame/v/115588671 [todd/blair chat]
    5:05 https://www.twitch.tv/crowfallgame/v/115592364 [dogget casting couch and stream issues]
    1:18 https://www.twitch.tv/crowfallgame/v/115593951 [stream issues]
    1:32 https://www.twitch.tv/crowfallgame/v/115594449 [stream issues]
    0:40 https://www.twitch.tv/crowfallgame/v/115595670 [stream issues]
    49:26 https://www.twitch.tv/crowfallgame/v/115596048 [blair showing new UI and harvesting tier changes, crafting, graves]
    1:29 https://www.twitch.tv/crowfallgame/v/115603730[stream issues]
    42:22 https://www.twitch.tv/crowfallgame/v/115605192 [EK parcel building]
    13:05 https://www.twitch.tv/crowfallgame/v/115612417 [old outtake video while stream issues]
    1:39:08 https://www.twitch.tv/crowfallgame/v/115615210 [visiting shroud of the avatar team, UI, maps/scouting, visual charater customisation, templar leap power animation]
    0:52 https://www.twitch.tv/crowfallgame/v/115634969 [stream issues]
    8:38 https://www.twitch.tv/crowfallgame/v/115635023 [old tiger video and then into ‘paint me like a french lady’ with dogget]
    19:13 https://www.twitch.tv/crowfallgame/v/115636980 [building placement]
    1:48 https://www.twitch.tv/crowfallgame/v/115641617 [old centuar video]
    8:04 https://www.twitch.tv/crowfallgame/v/115642098 [blair todd chat]
    3:36 https://www.twitch.tv/crowfallgame/v/115643874 [community submitted guild videos]
    22:50 https://www.twitch.tv/crowfallgame/v/115645148 [necromany and vessel crafting demo]
    2:18:38 https://www.twitch.tv/crowfallgame/v/115650324 [necro continued. Duelist poster give away. todd/blair chat. Dragon statue sculpting. todd/blair chat.]
    9:52 https://www.twitch.tv/crowfallgame/v/115679377 [more ‘paint me like a french lady’ with dogget]
    1:25:58 https://www.twitch.tv/crowfallgame/v/115681211 [houses demo. Inc crafting stations and decorations. Templar power FX construction for divine light]
    6:30 https://www.twitch.tv/crowfallgame/v/115697686  [community submitted guild videos]
    1:40:57 https://www.twitch.tv/crowfallgame/v/115699100 [another duelist poster giveaway. Divine temple demo. Crow form! todd/blair chat q/a.
    8:12 https://www.twitch.tv/crowfallgame/v/115719804 [dogget couch party]
    11:03 https://www.twitch.tv/crowfallgame/v/115721477 [wrap up / farewells]
  16. Like
    TwinGemini got a reaction from JamesGoblin in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    You mean "newly" crafted melee weapons continue to work after unequiping before logout? ..Because I cant get my advanced dagger (or any other broken dagger) to work even after unequiping all characters.
  17. Like
    TwinGemini reacted to bigcat in Chat bubbles and no Global chat   
    I think global chat takes away immersive gameplay.  If I want to talk to a person I met ingame or declare war or peace I should have to send a pigeon.  
     
    The reason I and im sure others like chat bubbles is because during combat specifically I seldom reference the chat window for instruction or response.  If I am being attacked the most immediate way to communicate to my attacker or random players is through visible text above my head.
     
    My problems with global chat are deeper than immersion.  Its usually a wall of text like a forum with no filter.  It takes away who and what is transpiring around you and places you in a space detached from the game.  Global chat is essentially a live forum.  If there is global chat I think it should only work while in the eternal kingdoms.  
     
    I much prefer a simple limited range Yell/Say system with the following distant chat options
    guild
    faction
    party
    whisper
  18. Like
    TwinGemini got a reaction from MiracleMax in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    ^This started happening just after I equipped my "Blacksmith" crafted Dagger. (advanced)
    I will add.. it's across multiple servers that my character melee tray skills are broken. (Its' like it starts a melee ability but doesn't fully execute..)  
     
    And I can confirm any new dagger will allow melee abilities again till you quit/ the game.. then they're broken too after relog.
    After I noticed any new basic dagger crafted broke after the blacksmith dagger one did, I tried equipping my "character first" basic dagger and it worked still. (longer then any newly crafted basic dagger that broke after relog). but after some time, that first basic did too break the melee tray. 
  19. Like
    TwinGemini got a reaction from JamesGoblin in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    ^This started happening just after I equipped my "Blacksmith" crafted Dagger. (advanced)
    I will add.. it's across multiple servers that my character melee tray skills are broken. (Its' like it starts a melee ability but doesn't fully execute..)  
     
    And I can confirm any new dagger will allow melee abilities again till you quit/ the game.. then they're broken too after relog.
    After I noticed any new basic dagger crafted broke after the blacksmith dagger one did, I tried equipping my "character first" basic dagger and it worked still. (longer then any newly crafted basic dagger that broke after relog). but after some time, that first basic did too break the melee tray. 
  20. Like
    TwinGemini got a reaction from Nohmad in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    You mean "newly" crafted melee weapons continue to work after unequiping before logout? ..Because I cant get my advanced dagger (or any other broken dagger) to work even after unequiping all characters.
  21. Like
    TwinGemini reacted to Tinnis in Video - Ranger - Putting the "DANGER" back into ranger! (group fights and burst damage)   
    Crowfall - Ranger - Putting the "DANGER" back into ranger! (group fight burst)
     

     
    As a follow up to my previous ranger video thread - focusing on my newly acquired bow range in more casual settings...
     
    Please observe the burst damage and utility a ranger has in group fight settings at any range they chose to engage at - both the bow and daggers.
     
    See spoiler for a very specific six second sequence of the fight and my thoughts....
     


     
    also bonus little video of a few casual bow ganks ;p

    video
  22. Like
    TwinGemini got a reaction from Soulreaver in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    You mean "newly" crafted melee weapons continue to work after unequiping before logout? ..Because I cant get my advanced dagger (or any other broken dagger) to work even after unequiping all characters.
  23. Like
    TwinGemini reacted to Tinnis in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    Ranger all melee tray powers (excluding melee left click) is still absolutely broken for me using both basic and advanced daggers
     
    i have verified that if you craft a new pair of daggers - you will be able to use melee powers HOWEVER - when you log out and then log back in - your daggers and melee powers will then be broken
     
    they will also break without any logging off as well after a certain unknown trigger or time duration
     

     

     
    you have also added a short 'root' time when the ranger releases the arrow during which they can no longer move
     
    ranger also seems to be moving slower while charging and aiming their bow shot...? also when using the bow ground target powers while aiming those too
     
    video of the above and new root / slower moving while charging
     
    as before: projectiles still inconsistently visible, difficulty tracking moving targets, piercing arrow 3rd left click is not applying bleed + bleed debuff and all the other previous bugs
     
    see my giant summary of previous ranger bugs and feedback.
     

     
    changes to hill / mountain climbing? the 'slow falling' effect is back and we can no longer climb mountains in the same manner we could last patch. easy to get stuck slowly falling to your sudden death without being able to escape again.
     

     
    campaign chat does not always appear on log on.
     
    when it does appear it has the name Sorrow - despite me logging on to EU Mourning.
     
    chat fonts seem bigger?
     
    i know we can make chat transparent but would be nice to minimise it entirely like we used to be able to.
     

     
    the attack speed maths of confessor versus ranger left clicks is pretty silly...
     
    ranger - 3 shots in ~10.3 seconds (without having to account for time tracking and aiming)
     
    confessor - 5 shots in ~2.18 seconds
     
    confessor can do 23 attacks for the ranger's 3....
     
    [~7 confessor attacks for every 1 ranger]
     
     

     
    example of how rapid fire will entirely fail to launch any arrows
     
    video
     

     
    names are off center to health bars again above player heads
     
    image
     

     
    on logging on to a character with less than 70% food i observered by HP regen working
     

     
    npc zombie heroes like to get stuck hanging in the air as well as running back and forth super fast. also seen them get stuck hitting the air or not being able to follow a player up small hills.
     
    video of air/fast running
     

     
    i've seen tree stumps waving in the wind at a distance (but stop when move nearer)
     

     
    seen oddity with trees flicking in and out of view both on log on and while moving across the map
     
    video
     

     
    it is possible to jump out of houses via one of the corners and on to the roof
     
    video
     

     
    with ranger - if i unequip my daggers - i will punch but still do dagger left click damage
  24. Like
    TwinGemini reacted to Caenth in "Entitlement missing"   
    I tried it just to see if I could pre-download the patch so I can press that Launch button instantly after login. I hate waiting when I'm excited. And I'm excited. Really excited. Just so you know. If you didn't already. Just want to make sure you know. *check mail* Again.
  25. Like
    TwinGemini reacted to Hyriol in "Entitlement missing"   
    I tried it, just in-case Gordon accidentally gave me access.  Oh wells.
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