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Dysp

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  1. Like
    Dysp reacted to Caddywhompus in 5.110 LIVE Feedback for 5/29/20   
    This weekend was my first time playing since 2017, you've come a long way but I've got a few opinions:
    More detailed tooltips - For example, when I hover over a talent that gives me a skill, I should be able to see what that skill does without first having to purchase the talent (especially since we can't reset our talents which should also be changed IMO). This also goes for disciplines.
    More info on the character creation process - No stats/skills are shown for the different races and classes when there should be quite a bit of detail here. I shouldn't have to guess if the race + class combo is what I'm looking for.
    Combat - Feels very... "floaty?" right now. It's hard to describe, but it doesn't feel good. Enemy health doesn't always pop up when I aim at them even if I'm hitting them, and there's no indicator for which enemy I'm even targeting if there's more than one. Feels more like a tab-target game, but instead of selecting your target with Tab you just aim your cursor in their general area and hope you hit what you want. It also didn't feel very responsive, even during times of no server lag. Weird animation issues. Some skills that say they're AOE but actually only hitting one enemy. Hopefully the combat gets a lot of love before launch, because in its current state it'll turn away a lot of people.
    UI - There should be an option to customize the UI. I'd really like to move some things around and resize different elements. Also, minimap please.
    The Food System - The food/starvation system feels very out of place. It doesn't add anything to the game, and was really just a mild annoyance more than anything. Why force players to spend time chopping trees for a stack of apples before they can get on with whatever it is they really want to do? I honestly think it should be scrapped entirely. Crafted/gathered food should really just provide buffs.
    Anyway, that's all I can think of for now. I'm glad to see you guys have made a ton of progress, and congrats on Alpha, but there's definitely a lot to do before launch.
     
    EDIT: Oh, also for looting, let me press F again to pick up all the items please lol
  2. Like
    Dysp reacted to PaleOne in 5.110 TEST Feedback for 5/22/20   
    once again PLEASE Scale back the percentage of completion needed to advance in offline training.
    75 percent requires me basically to spend points in almost everything- which is a min maxers nightmare and leaves no one with a truly original build
    All of us end up with damn near the same stat boosts, there isnt really any choice involved except the ORDER we select them--
    I have trained everything I was even remotely interested in and now Its PAINFUL to train the things ill never use
    We really shouldn't even need to train 50%!!  LET US SPECIALIZE!
  3. Like
    Dysp reacted to moneda in 5.110 TEST Feedback for 5/22/20   
    Some powers always activate in the direction the "crosshair" is facing, others in the direction your character is facing. I sincerely wish there was more uniformity in this (hell even powers like Recon can seemingly do either randomly). I'd personally like it if non-dodge powers always activated in the direction of the crosshair.
  4. Like
    Dysp reacted to Staff in 5.110 TEST Feedback for 5/22/20   
    i dislike the chicken ticker, i do not see what value this adds to the game and only brings my play experience down, if food were in a protected spot in the inventory it would be bearable or if the ticker lasted longer but as it is this only annoys me having to gather food in the campaign taking time away from things i actually want to do, being unable to even bring in my stack of carrots due to the small amount of imports only exacerbates the intrusiveness of this feature
  5. Like
    Dysp reacted to Svenn in Thoughts on how to improve the combat   
    I originally posted this list as a response to a Reddit thread about the combat, but realized it should be posted here for visibility.
    To start, melee feels MUCH better than ranged right now (but still not perfect). Half the time when I'm playing Frostweaver I can't get a good sense of whether my stuff is hitting/triggering or what's going on but with Knight I don't have nearly as much of a problem. I think they need to look at some other combat systems (maybe Guild Wars 2, Black Desert, Skyforge... those all have good action combat systems) and find out what makes the ranged feel good and implement those elements into Crowfall.
    I just hopped in game to test some stuff out. Here's a few thoughts/suggestions:
    They could definitely turn up the hitlag some. I don't know if they turned it down some from the last time I tried it, but it's not super noticeable. A decent amount of hitlag really helps make hits feel impactful.
    The sound effects seem delayed. I think this is a big contributing factor to things feeling off. The sfx needs to play immediately or it makes things feel out of sync and laggy. With melee, the sword attack sound effects seemed to play at the end of the swing after I already hit something, for example. I need that feedback immediately. It's even worse with harvesting (when you chop a tree the full animation finishes and then there's a short pause then you hear a *thud* sound after the fact).
    The floating damage numbers are difficult to see and also feel slightly delayed. They also felt like they were appearing too far away from where the actual attacks are (seems like they might be appearing near the health bar, which is often way above the heads). I mean, look at that damage number. It's tiny, it's way up high, it felt like it popped late. I need that feedback instantly and it needs to be very obvious.
    There really should be some sort of highlight on the currently targeted character. The nameplate appears at the top of the screen, but a highlight on the actual character would go a long way. When something is dead there's a tint/outline on it when you cursor over it. We need something like that when it's still alive (just a red outline without the tint would be great).
    To go along with the previous suggestion, the targeting reticule doesn't target very well. For example, my crosshairs are directly on top of this pig but I'm not targeting it somehow? If you're not looking at the direct center of something then you don't seem to get the nameplate, but you can still hit them with attacks anyway. I find myself trying to adjust because I don't think I've got something targeted even though I'm hitting it. This might actually be a bug rather than a design thing.
    For ranged attacks/spells specifically, the animation needs to connect with the target. If that means the effect needs to "curve" or something when a hit is registered, then that really needs to happen. Right now I can be attacking something with ranged and it will be doing damage, but the visual effect ends up somewhere off to the side or something because one or both of us moved during the attack. It's a weird disconnect that I'm hitting something and damage is happening but visually my attacks are not connecting. I think this is a big part of the "floaty" feeling, honestly. Example: this thing hit the pig. (best screenshot I could get, it's hard to do combat and take screenshots at the same time).
    I think all of this stuff would make a huge difference in improving the combat which is one of, if not THE, most important aspects of the game. Without good combat, the rest of it doesn't matter.
    Anyone else have any thoughts or suggestions for things that might improve the feel of combat?
  6. Like
    Dysp reacted to Anhasia in My S/o's Wips   
    I've been hyping at me s/o nonstop about Crowfall and eventually got them into it, and so now they've been drawing some of the classes at work.
     
    Templar

     
     
    Druid ("WTF even is the Druid's hair?")

  7. Like
    Dysp reacted to steppenwolf in Female Ranger, All Seasons Wip   
    First bit of colour work on summer ranger
    May have time to do more tomorrow night.
     
    P.S these illustrations represent ~ 8 to 16 hours work each , just thought you may want to know
    When doodling off the clock for fun I keep track of time by the number of TV episodes I get through when working  
  8. Like
    Dysp reacted to steppenwolf in Female Ranger Wip   
    Last scribble before colour
    knock over a few commissions first, may get back onto this tonight
  9. Like
    Dysp reacted to steppenwolf in Female Ranger Wip   
    Slight refinement
    Bit more work on light shadow etc before stop for colour.
  10. Like
    Dysp reacted to steppenwolf in Female Ranger Wip   
    Fist scribble for ranger.
    Going a little less serious with this one... Rangers cant all be dark and broody can they ?
  11. Like
    Dysp reacted to MeGiant in Would Love To Work On Crowfall   
    I thought it would kinda cool to post a character bash sheet of all my new and old characters. Crowfall has such a fun, well gauged level of caricature and exaggeration in their style, and that is something that i love trying to implement with my work. I really want to flesh out this bandit character! getting excited! 
     

  12. Like
    Dysp reacted to MeGiant in Would Love To Work On Crowfall   
    Hi All,
     
    My name is Sean, and I'm super stoked about Crowfall! this project eriously looks like a breathe of fresh air. I only wish that you guys had a career page!! I will continue posting Crowfall inspired art here in hopes that it starts to get your attention! I would love to work for you!
     
    http://domainofthegiant.blogspot.com/
     
     




     

  13. Like
    Dysp reacted to steppenwolf in Female Champion Wip   
    So thats all for tonight.
    Will leave this one as is for now and do something more styalised next.
    Ranger maybe 
  14. Like
    Dysp reacted to steppenwolf in Female Champion Wip   
    That's all for tonight, should finish tomorrow night.
     
    Its all in fun, no living to be had as an illustrator where I live anymore, just getting back into it because I dont have a good MMO to play.... YET
  15. Like
    Dysp reacted to steppenwolf in Female Champion Wip   
    final scribble before colour
  16. Like
    Dysp reacted to steppenwolf in Female Champion Wip   
    WIP early cut female champion
  17. Like
    Dysp reacted to steppenwolf in Female Centaur   
    For %$#@s and giggles
  18. Like
    Dysp reacted to perfectdork in 03/13/15 - Character Progression Faq   
    Hey Tully.......
     

  19. Like
    Dysp reacted to TullyAckland in 03/12/15 - 12K Backers! Crafting Faq Part 2!   
    Congratulations everyone! 12K Backers UNLOCKED! - Everyone who has supported us will receive an exclusive statue of the All-father for their Personal Kingdom. Time for another backer reward: At the next goal of 13,000: all backers free month of VIP membership!
     
    What's next? Well, the 1.3 million stretch Goal of Mounts and Caravans lingers ever closer, if and when we achieve this goal (fingers crossed!) you can bet we'll have more great ideas to follow!
     
    But lets talk about Today! In this update we follow up on some more Crafting details in what we are calling "Crafting FAQ part 2" (original name, right?) and Todd sits down and answers some questions about ArtCraft Entertainment and the idea behind Crowfall. 
     
    Interview with Todd: Part 1 
     

     
      Crafting FAQ Part 2! 
     
    How do players get access to advanced crafting?
    Our system is very freeform! Each of the Archetypes in Crowfall has an initial package of skills, and some of the Archetypes have specific crafting skills in their package. For example, the Forgemaster starting skill package has some initial blacksmithing skill and recipes. As the character progresses and engages in Campaigns they will discover Discipline Runestones such as Weaponsmith, or Armorsmith. As you pick up new Disciplines, that opens up new skills and new recipes.  
     
    I have to take a specific Archetype if I want to craft?!
    Generally, no. Most of the crafting-oriented Discipline Runestones can be used by any Archetype, though each character is limited as to how many Disciplines they can use (we’re currently planning on 3, max.) We see crafters as a full-time playstyle! They fill a valuable role as much as a tank or damage dealer does. In addition to being able to enjoy the “meta-game” of inter-World trading between Worlds, Crafters also have a specific niche role -- every faction/guild will need to recruit them to turn resources into valuable equipment within the Campaigns.
     
    Won’t this encourage a lot of people to make alternate characters for crafting (alts)?
    Probably not -- we want to encourage players to only play a single character within a campaign, so we’re putting design rules in place to encourage that. An upshot of this design is that the best “crafters” won’t generally be alternate characters, because it’s not a very effective strategy.   Recruiting proficient and dedicated Crafters will be one key ingredient to waging a successful Campaign. The same can be said of those who choose to specialize in scouting, raiding or sieging. Players (and Guilds) will need to make smart strategic choices about skill specialization -- and even team composition -- before entering a campaign.
     
    Is there interdependence between the crafting types?
    Most recipes that create equipment require components from each of the crafting styles. Each guild should encourage their members to take a spread of crafting Disciplines, to cover all the component styles.  
     
    What does increasing a specific crafting skill do?
    Every recipe requires a specific crafting skill (such as Blacksmithing for metal crafts, or Woodworking for wood crafts). Raising this skill will decrease the amount of crafting failures, and potentially increase the quality of the end piece of equipment. That said, we are trying to reduce the amount of randomness (RNG) in the system, so finding the right balance here will require some iteration.
     
    The crafting skill also acts as a soft gate rather than a hard gate normally seen in crafting systems. In most games, a crafter wouldn’t see upper end recipes until they hit a certain skill amount, grinding out thousands of needless items to get to that point. In Crowfall, each crafter starts with the same set of key recipes -- the challenge is going to be getting their hands on upper-end resources they can craft with them. If they can get these resources, they CAN craft the item -- but the chances of success are very low. Based on their skill, it becomes a judgment call for the crafter as to when they should start attempting to craft more difficult items.
     
    How do you plan to prevent “I only want the best!” Syndrome?
    Part of the reason that other games suffer from this is because items are largely permanent – once you gain a particular weapon, you usually don’t give it up (or lose it) until you find a better weapon. This cycle could take months, or years. Crowfall’s design means that items will turn-over much more frequently. Decay and item loss will factor heavily into Crowfall’s economy, so gear that isn't “the best” might be acceptable for a night where the player expects multiple deaths storming the castle. We also see this as a way for the crafters to gain a reputation as one who only sells a certain quality of item. The crafter who really wants to be known for their crafts might craft the same item multiple times and only sell those which they are proud of – and salvage those which don’t meet the quality mark.
     
    What do the crafters do with all their rejects?
    Since there is no vendor with an endless supply of coins to buy items, crafters can salvage any items they don’t want to get some of the resources back.
     
    How fast does equipment decay?
    Equipment will take small amounts of decay from use in combat and large amounts of decay when the player is killed in combat. Crafters will be able to repair equipment which will lower its max durability each time it is repaired.
     
    Is there any way to mass produce items?
    Some games (most notably Star Wars: Galaxies) provided the ability for crafters to essentially turn a crafted item into a blueprint that will consume it but allow the crafter to produce a limited amount of copies of that item. We’re considering a similar system, where players can craft a particular item to use a “template” and then order their Thrall Blacksmiths to manufacture that item in larger quantities.
     
    How do I sell items to other players? Is there an auction house?
    Currently, we don’t plan on offering an auction house. Instead, we are going to have “shopkeeper” Thralls that can be slotted into buildings to sell items. These thralls can be set up within certain structures, both in Campaign Worlds (to service a guild or faction) and in Kingdoms (to foster trade for use in the Eternal Kingdoms, or Campaigns with less strict import restrictions. We also expect that some players will open up their personal Kingdoms as “marketplaces” for other players to come and sell their goods, and take a cut out of every transaction that occurs.
     
    That's it for Today!  See you soon!
  20. Like
    Dysp reacted to jtoddcoleman in Gordon Walton - are you the one who brought us Trammel?   
    THIS.  Emergent behavior leads to relationships.  
     
    I believe people need social interaction, on a deep level  -- like hunger, or thirst.   That's why a marathon amusement-park PvE session always leaves me with a hollow feeling, like I eating a 10 lb. bag of popcorn.
     
    I'm full, but my body knows it isn't really sustenance, and I'm left feeling empty.
     
     
     
    This last point is key.  In fact -- I want to flag this particular note, so that once we've revealed more, we can revisit it.  I'd love to get your opinion on where we are headed.
     
    Todd
    ACE
  21. Like
    Dysp reacted to Tyrant in Gordon Walton - are you the one who brought us Trammel?   
    Another interesting thing to note is that the push for bigger audiences leads directly to more "accessible" experiences.  (that's code for directed experiences, that are more forgiving, less intense games which cater a broader group of players).  There are plenty of big companies out there making those types of games (and plenty of  players who want them).
     
    We are specifically making our game for players who will like the kind of experience we will create, not trying to cast a wide net to get a mass market audience.  We want the folks who will appreciate an intense gaming experience with real risk, winning *and* losing.  While we want as many players who are engaged in our game as possible, we won't need millions of players to make our game work.
     
    So our game won't be for everyone, and we certainly don't want people playing who aren't enjoying the experience.  This is supposed to be an activity we experience as fun after all!
  22. Like
    Dysp reacted to Tyrant in Gordon Walton - are you the one who brought us Trammel?   
    @morrolan  Great question from ancient (but highly emotional history)!
     
    Yes, I'm the person who is responsible for bringing you Trammel and the dilution the original UO.
     
    And I regret some (but not all) of the outcome.  My charter as the VP of Online at Origin Systems (and Executive Producer of UO), was to grow the game.  The unforgiving play environment that made UO so intense was clearly driving away between 70+% of all the new players that tried the game within 60 days.  The changes we came up with to address this problem were a compromise, mostly driven by fiscal, technological and time reasons.
     
    The good:  After the change which broke the game space into PvP and PvE worlds, the player base and income nearly doubled (we went from 125k to 245k subs).  So from a fiscal responsibility standpoint it was a totally winning move.
     
    The bad:  Without the "sheep to shear" the hard core PvP'ers were disenfranchised.  They didn't like preying on each other (hard targets versus soft targets), and they became a smaller minority in the overall game.  The real bad though was that the intensity and "realness" of the game for all players was diminished.  This was the major unintended consequence.
     
    Part of the context during that time was that UO2 was under development, and the plan that was being pushed on us was to shut down UO when UO2 launched (even though it was a completely different game).  In fact, my second week at Origin I was asked for a shutdown plan for the game.  (My answer:  if you are serious I'm quitting today, because some of the players are going to kill (IRL) the people responsible for such a decision.  They really didn't understand the emotional attachment UO players had for the game).  This continued to be something talked about though continuously, but less after we grew the game.  Remember that EA at that time was a packaged game company and they culturally only understood launching new products, not running live ones.  Our Live team needed to keep UO vibrant and growing to offset those forces, so we were continuously scrambling for how to do that.  I'm proud that UO survives to this day based partially on the momentum the team (and our loyal customers) created.
     
    I also learned from my UO experience that it's really hard to change a brand.  Inherent in the UO brand was the fact it was a gritty, hard core world of danger.  We were not successful in bringing back the (literally)100's of thousands of players who had quit due to the unbridled PvP in the world (~5% of former customers came back to try the new UO, but very few of them stayed).  We discovered that people didn't just quit UO, they divorced it in a very emotional way.  But we did keep more of the new players that came in by a large margin, significantly more than than the PvP players we lost.
     
    If I had the chance to do it again, (and we had different fiscal and time constraints), we would have done something more like keeping the current current worlds with the original ruleset (like we later did with the Seige Perilous shard, which was too late in my view), and make new shards with a more PvE ruleset.
     
    One of the benefits of experience is the mistakes you've made along the way, and the pattern matching to avoid old mistakes.  Of course this means that you get to make new and even more spectacular (but different) mistakes in the present!  
     
    I hope this gives you more insight into what happened the UO that you (and I) loved.
     
     
    P.S. Please do remain skeptical, we don't expect anything on faith, but wait until we unveil our entire vision before passing final judgement!
  23. Like
    Dysp reacted to hsmith in 03/04/15 - Crowfall Is Using Unity 5!   
    The short answer is no, I've been using UE4 as a hobbyist for about a year now, and prior to that have had some experiences in UE3 and I still don't think it's the right fit for our team or project.
     
    The longer answer is that while UE4 has made some significant improvements over the previous generation, not just in terms of user facing features but developer workflow as a whole, it's still a huge investment of time in order to make it do things the original developers didn't intend.  I love UE4 for specific types of games, and even though various flavors of Unreal have been used as clients for MMOs (we have CF devs who have done it!) it requires a lot of effort and modification in order to use it that way.  If you want gory details, we'll have to do it over a beer =p.
     
    I think the easiest way to describe the differences between Unreal and Unity is to kind of examine their history.  Unreal comes from a generation of engines where developers created a game,then packaged their tools and code and sold that and the promise of support to another developer to make a different game.  The new developer would then strip out all the gameplay and mechanics and whatever else didn't suit them, while trying to keep the rest of it from falling apart, then graft in new code to make a new game.  Building a game in Unreal is like restoring a car, it's about figuring out which pieces work and which don't and salvaging what you can etc.  The closer to the original car your goal is, the easier it will be.
     
    Unity is one of the first game engines I've used that was built as ... welll ... just an engine.  It makes very few assumptions about what you are trying to build, but instead presents you with a lot of tools and common practices and solutions to common problems and then you are asked to figure it out.  It's like ordering a kit car, and things come in a box with just a few of the more obscure bits put together for you.  You can take this kit and build a motorcycle, or a boat, or a snowmobile if you wanted, just take the pieces that work for you and build around it.  For a game like Crowfall where what we want has so many unique aspects, this modular engine design is much better suited to our needs.
     
    That all being said, UE4 does have a TON of cool stuff, and it this version is the most pleasant to use in the history of Unreal.  I don't think it's right for Crowfall, but I think it's a fantastic choice for many games.
     
    -Howard
  24. Like
    Dysp reacted to hsmith in 03/04/15 - Crowfall Is Using Unity 5!   
    Hello everyone!

     

    I know a lot of you have been asking to hear more about the technical side of Crowfall and I thought with the public release of Unity 5 it would be a good time to talk about how that particular piece of technology has played a significant role in how we've been building the game.

     



     

    We've been using Unity 5 early on in its beta and this choice was influenced by a number of important factors. A big part of it was how it brings together an impressive collection of proven, AAA quality modules out of the box. From their new PhysX 3.3 integration for physics simulation (extremely important to Crowfall's unique flavor of physically based combat) to their usage of Mono and the .NET platform - the developers at Unity have been kind enough to assemble a veritable dream team of game development middleware. As a team that has built more than their fair share of game engines as both hobbyists and professionals it's hard to overstate how much time was saved by not having to wrangle all these third party libraries and make them play nice with one another (not to mention those pesky licensing fees!)

     



     

    For most games this would be enough, but from its inception Crowfall has been a different kind of game that has very unique requirements. Fortunately, Unity has a well architected extension system - both as editor and runtime managed code as well as a native plugin architecture. This has enabled us to make significant modifications to subsystems that would otherwise be considered "under the hood" of most engines, and bring in our own or additional technology (like the beloved VoxelFarm!) not to mention the massive collection of libraries opened up to us in the .NET ecosystem.

     

    For development, we’ve also been extremely impressed with the additional workflow and features that Unity 5 has given us. As a programmer, their robust debugging and profiling tools have been invaluable in helping us identify issues and performance bottlenecks early on. Our combat team has been very happy with the improvements to the Mechanim system - especially the new animation state behaviors, and the new uGUI system has helped us build working prototypes of many of the screens you’ve already seen.

     



     

    Post launch, Crowfall’s unique Dying Worlds concept means we are going to need to be able to deliver new content quickly and effectively, and break up resources specific to each world and ruleset. We’ve been looking into the new powerful Asset Bundle system in Unity 5 to help us with this.

     

    There’s a lot more I’d love to talk and share with you! As always feel free to post on the forums and ask questions, and I’ll answer them as best I can. Let us know if you guys find these kinds of posts enjoyable (I’m not sure if they’re as much fun as design and art posts) Thanks for reading, looking forward to talking with you some more!

     



  25. Like
    Dysp reacted to DunstanSkai in 02/03/15 - Campaign Export Rules Faq + Knight Poster   
    Not liking the RNG aspect of this too much.
     
    I'm a 10+ year vet of Eve online so I'm used to the loss of items but the risk there is mostly under player control. I risk my valuable stuff only at certain times and travel in tanked ships, with a scout where possible.  Once my stuff is docked up and stored its safe. Most loss is when I get careless.
     
    Here, depending on the campaign ruleset, there's significant risk transporting stuff to the embargo vault but even when its "safe", a significant portion gets destroyed, even for the winning side.
     
    Perhaps the EV bank view should have, say, 100 slots with a colour coded background based on current expected performance. In a campaign with 50% win, 30% kneel and 10% loss export rules the EV bank slots may show the following for someone not doing well:
     
    Slots 1-10 are blue(safe) even for losing team.
    Slots 11 - 30 are amber (at risk)
    slots 31 - 50 are red (probable loss)
    slots 51-100 are grey (certain loss)
     
    Players should put their favourite items in the first few slots.
     
    If you must have RNG or contribution based factors, make those ADD extra slots to the above ranges from the grey range.
    EG: the best players on the losing side may have
    1-15 Blue
    16 - 45 Amber
    46 - 75 Red
    76 - 100 Grey
     
    Representing a 50% bonus added for good performance (if my maths doesn't suck too much!)
     
    Even Dregs campaigns should have some reward for losers so months of time isn't completely wasted.
     
    Stack sizes should be very large depending on how common  resources are.  200 wood (of one type) as a minimum.
     
    Players can rearrange their banked stuff from anywhere at any time until campaign completion but must visit the EV circle to add more. Withdrawal at a summoning circle should be considered too, even if it allows item teleport. Perhaps limit to only 1-2 slots/items per visit.
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