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Hyriol last won the day on March 18 2017

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  1. Duelist - Opportunist passive - With the addition of weapon weight (and subsequent cooldown increases for pip users), Opportunist no longer completely resets the cooldown on Flintlock Shot. It only removes 9 seconds from the cooldown; the original, unmodified amount for that power. In my test setup (very high weapon weight), a full 6 second cooldown remained on the power after a proc. Incidentally, the same setup resulted in a 7 second cooldown added to rmb dodge roll. Intended?
  2. I noticed that the shimmer effect the crystals produce draws through other objects and terrain. It could affect performance if all those visual effects are being rendered when they would normally be culled because of LoS.
  3. The last bit of debuffs (0s remaining) sticks around for a loooong time. Seems to be three or four seconds in some cases.
  4. When skinning an animal, zooming the camera in ~50% or more (the point where the camera height changes on your character) causes all weak points to appear in the same place. Tested all mob types, other resources not affected.
  5. Hey Lowgrave, I used Gravatar for my pic; it's one of the options they list when you try to change it. There are a few options on there, but it's always worked fine for me. To change it, click your name in the top right, then profile. Then click the photo icon to the left of your name where it says "content count". As for forum threads, have a look at Crows of a Feather. It's the section where community members post their own videos of what they've done in the game (among other things). It's a great way to find out what the current pre-alpha environment looks like, and what our players are doing with it. Also, make sure to have a look at the Crowfall YouTube page. There's a massive collection of videos there going all the way back to three years ago when the game was first launched on Kickstarter.
  6. Seems to be a lot of signage issue in this one. Here's Node Damage Bonus: All: Energetic Harvest - Furious Reaping gives -45% across the board (increased to -75% if you're using a main harvesting rune. Miners, Logger, etc.): Same with Survivalist - Burst of Strength. -100%, so strikes do no damage: Also, in the Reaping category above, both Digging and Breaking list Gravedigging as the stat in question. I assume Breaking should actually be for Hunger Crystals?
  7. Fires in the world (sconces, campfires, etc.) cast no light. Was able to see another player's weak points. I whacked on a Hunger Crystal a few times, then walked away without breaking it. About a minute later, an enemy player started mining it, and I could see weak points from about 150m away. Duelist LMB combo is among those that are failing. It doesn't seem to be tied to performance, whether msg or fps. It only fails when there are multiple players engaged. In this case, it was about 15-20 people fighting in a ~75m area. Agree with a lot of people that night time isn't dark enough. Still seeing the invisible player bug from older versions. You occasionally will only see a person's nameplate, for both friends and enemies. If you look away and look back, their model usually pops in. Wall sconces in the keep now with 100% less sconce. Just a floating flame. ToL area in the keep has a large invisible wall covering 75% of the uppermost level. Fae wing unfurling sound plays at 100% volume regardless of distance. I'm a huge fan of the new terrain. It's a massive improvement over anything we've seen before. That highlands biome is starting to live up to its name.
  8. Stumbled on a permanent apple doober that I couldn't interact with. I'm not even sure it was a drop from a tree I even chopped. Duelist LMB seems to have more slide-y feet than before. Maybe a side-effect of the hit-pause. The fog goes up to 11. I can see maybe 20m, and it's alllll blue. Damn shame the Duelist Capo Ferro animations were axed - they were great. Hopefully they'll make a comeback if a re-work was required. Duelist LMB chain resets the cooldown on the Inconceivable! power to maximum, as if the power was cast again. Getting a noticeable graphics hitch when players leave your group. Duelist Inconceivable! power - not a fan of the solid look the coins around your character have now. Hopefully a bug with making them transparent. Also, only the green ones are drawing; the red ones don't show up at all. I find the GCD effect on the power bar very distracting (every power on the bar for every single left click). Same with the blue glow and sparkles for the racial/discipline powers to a lesser degree. Maybe restrict those to the icons in the spellbook? Client-side combos feel real nice. The hit-pause and screen shake should be a little more subtle, I think (on a Duelist) Ground target aoes aren't drawing a reticle on the ground before firing. New lighting for the day/night cycle (and the ambient sounds that go with it) is awesome. Night time with crickets chirping is the best. WTB torches. Doober back-glow (the swirlies and the starburst pattern) is a little too strong when the lighting drops below midday; especially the white ones from common drops. Same with the interactables highlight effect. Maybe these should scale with the change in ambient light level. Also, knotwoods don't highlight at all currently. Lighting transitions sometimes feel a little on the sudden side, especially afternoon and evening.
  9. spirit bank?

    Hey @damuall The Spirit Bank has a limited number of transfers while in a campaign. You can see how many you have left at the bottom of the bank window. If your bank isn't working, there's a good chance you've exhausted your allowance. You generally don't receive any more for the duration of the campaign, so use them wisely!
  10. Was able to see an enemy Crow, he rezzed and stealthed, could still see him. EK crafting stations frequently fail to trigger the crafting screen after activating the table.
  11. Hey @Sutek, Grind: Most of what you'd call grind in this game thus far is the resource harvesting. You have to acquire some tools, then whack on a tree or a bit of ore. The skinning is slightly more interesting since you have to kill an animal first before whacking on a corpse. In the future, they'll be adding points of interest that will supplement or even replace the manual harvesting we're doing in the test version of the game. I didn't play Shadowbane, but I believe they'll be similar to the Mines you know. All of that said, it is a group game first and foremost. If you can find a guild or friends to keep you geared for fighting, you won't technically have to engage in any of that. We already have player-run vendors, so you can also acquire your gear by farming up a bit of gold and buying what you can't (or won't) make yourself. Combat log: In current testing, there's a 20 second countdown after clicking the button before you logout. I've never been attacked during logout, so I can't say if it cancels your logout or not. On logout, your character and all of your inventory and equipment is removed from the game. I'd like to see something akin to Rust's "sleepers" on the harder campaign modes, but maybe that's just me? Setting: I assume it's the graphical style of the characters/world that looks childish to you. To each his own, I suppose. Maybe it'll grow on you the first time you behead an enemy? There's quite a bit of lore there, you just have to explore all the Pantheon, Bestiary, Race and Class entries on the website (and use a bit of imagination to fill in the blanks). The lore in general isn't represented in-game yet (i.e. things to read about, people to talk to) but I think that's just part of having the pre-alpha content we do now. I don't think we'll see too much more of it until we're much closer to launch, just in case they want to tie more of the overall narrative into the game's various systems. JTC is probably chomping at the bit to get more of it to us, but it just isn't time for it yet. Servers: We're currently on AWS servers and as far as I know that will remain the plan for launch. They did a tech video some time ago, but it basically gives them the ability to spin a server up anywhere in the world that has the infrastructure and audience to support it. Thus far in testing, we've seen US, EU, Australia, and Singapore servers. One important note; the game uses a decentralized setup when it comes to character and world data. The tech they're developing (and the lore to support it) is about moving your character and gear between worlds (servers). At any given time you could play on any world with any other player, and (mostly) bring your character and items with you as you move. There will be caveats to this, of course, but it should be great if you want to play with friends in another country. Maybe not so great if you're trying to avoid "that group". There are plenty of SB vets around, maybe they'll chime in on what you may be looking for in a Shadowbane 2.0.
  12. If a doober spawns on top of your character, you can't pick it up until you move away and back again. Good work on updating the command list so quickly after it was mentioned, but you left out /trade and /accept-trade. Players like to abbreviate, so it's a little inconvenient that Beach Head, Bastion's Hallow, and BrookHurst are so similar. ;P
  13. Test Calendar

    Hi @calidor They haven't used the playtest calendar since they moved the Live environment to 24/7 service. If you can't connect, you may be using an old version of the client. Try a fresh download, see if that works any better. Be sure to grab the Live client, not the Test client. If you're still having issues, check in with support@crowfall.com.
  14. It still works, they just moved it. You have to tab before entering chat, instead of after (like before). It makes a little more sense now, since you can now change tabs while moving around.
  15. It does, along with any other power that increases your maximum health.