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marlevvll

Testers
  • Content Count

    6
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  1. Thanks
    marlevvll got a reaction from JamesGoblin in 5.115 LIVE Feedback for 6/22/20   
    What I enjoyed about the new build (as a KS backer and who has jumped in periodically over the course of development):
    graphical fidelity has improved the UI enhancements are much welcomed more optimization options for display (specifically culling) a better on-ramp to understand basic game mechanics updated NPC models (namely wolves) What I think can be improved:
    performance had a huge drop since the last major build; before, I could reliably maintain about 50 FPS whereas in the new zone, I could hardly keep 15 UI windows are still persistent when I think by default they should close during the early questing phase, there are a few NPCs whom you must speak to yet only tell you to go talk to someone else; these superfluous steps should be removed it feels odd doing 50 - 70 damage per swing as a level 1 character (note: this is entirely subjective. my background is dnd/early mmos like EQ1/UO) when fighting mobs, i see their health bar in three separate places (cursor, above their model, and at the top of the ui); i only need to see it once you start with a weapon in your inventory instead of it being equipped; when I was told to kill wolves, it wasn't obvious that i already owned a weapon the 'alt-p' shortcut for portal is odd as a default key-bind; my suggestion is to make it something more usable with only the left hand may I suggest that certain windows of the ui are hidden until particular points in the tutorial? there is a ton of helpful information yet it isn't obvious, by looking at them, what they do and why they're important when I was given bandages, the ui showed them being usable in an alt slot, set I don't recall it showing me how to add them to that slot so I simply used it in my inventory; this felt like I was doing something wrong because I couldn't easily add it to a quick slot Looking forward to future updates! :)
  2. Like
    marlevvll got a reaction from Tofyzer in 5.115 LIVE Feedback for 6/22/20   
    What I enjoyed about the new build (as a KS backer and who has jumped in periodically over the course of development):
    graphical fidelity has improved the UI enhancements are much welcomed more optimization options for display (specifically culling) a better on-ramp to understand basic game mechanics updated NPC models (namely wolves) What I think can be improved:
    performance had a huge drop since the last major build; before, I could reliably maintain about 50 FPS whereas in the new zone, I could hardly keep 15 UI windows are still persistent when I think by default they should close during the early questing phase, there are a few NPCs whom you must speak to yet only tell you to go talk to someone else; these superfluous steps should be removed it feels odd doing 50 - 70 damage per swing as a level 1 character (note: this is entirely subjective. my background is dnd/early mmos like EQ1/UO) when fighting mobs, i see their health bar in three separate places (cursor, above their model, and at the top of the ui); i only need to see it once you start with a weapon in your inventory instead of it being equipped; when I was told to kill wolves, it wasn't obvious that i already owned a weapon the 'alt-p' shortcut for portal is odd as a default key-bind; my suggestion is to make it something more usable with only the left hand may I suggest that certain windows of the ui are hidden until particular points in the tutorial? there is a ton of helpful information yet it isn't obvious, by looking at them, what they do and why they're important when I was given bandages, the ui showed them being usable in an alt slot, set I don't recall it showing me how to add them to that slot so I simply used it in my inventory; this felt like I was doing something wrong because I couldn't easily add it to a quick slot Looking forward to future updates! :)
  3. Like
    marlevvll got a reaction from APE in 5.115 LIVE Feedback for 6/22/20   
    What I enjoyed about the new build (as a KS backer and who has jumped in periodically over the course of development):
    graphical fidelity has improved the UI enhancements are much welcomed more optimization options for display (specifically culling) a better on-ramp to understand basic game mechanics updated NPC models (namely wolves) What I think can be improved:
    performance had a huge drop since the last major build; before, I could reliably maintain about 50 FPS whereas in the new zone, I could hardly keep 15 UI windows are still persistent when I think by default they should close during the early questing phase, there are a few NPCs whom you must speak to yet only tell you to go talk to someone else; these superfluous steps should be removed it feels odd doing 50 - 70 damage per swing as a level 1 character (note: this is entirely subjective. my background is dnd/early mmos like EQ1/UO) when fighting mobs, i see their health bar in three separate places (cursor, above their model, and at the top of the ui); i only need to see it once you start with a weapon in your inventory instead of it being equipped; when I was told to kill wolves, it wasn't obvious that i already owned a weapon the 'alt-p' shortcut for portal is odd as a default key-bind; my suggestion is to make it something more usable with only the left hand may I suggest that certain windows of the ui are hidden until particular points in the tutorial? there is a ton of helpful information yet it isn't obvious, by looking at them, what they do and why they're important when I was given bandages, the ui showed them being usable in an alt slot, set I don't recall it showing me how to add them to that slot so I simply used it in my inventory; this felt like I was doing something wrong because I couldn't easily add it to a quick slot Looking forward to future updates! :)
  4. Like
    marlevvll reacted to jtoddcoleman in Alpha, beta and beyond   
    Hey folks,
    Quick note -- we're not making a huge deal out of this, but with this latest patch we are officially ticking the version from pre-alpha to alpha.   The game has been in development (and in 24x7 testing) for a few years, now, and frankly we probably should have called it 'alpha' some time ago.  We'll do an announcement this morning, but we are electing not to do an official press release, because we feel like the distinction between 'pre-alpha' and 'alpha' doesn't mean much to the audience at large...  Internal designations vary so much between teams and projects that frankly, it doesn't mean much until you start to invite in the public en masse.  That's beta and that's when it gets real. 
    Beta is what we are all focused on right now.  We have some solid momentum going now on fps improvements (huge strides in the most recent build, as you can all attest!) and we're rapidly narrowing in on final elements that we need for launch.
    As always, I want to thank all of you for your patience and your support, with a special call-out to those of you who have spent hours (some of you thousands of hours) helping us test this game and providing us with your critical feedback.  It is more appreciated than you will ever know.
    Regards, and onward to beta!
    Todd & Gordon
     
  5. Like
    marlevvll got a reaction from oneply in The Trial of Arkon has begun   
    Equating an assist with a death is a very strange decision which does not encourage me to play with others.
  6. Like
    marlevvll reacted to Pann in Regarding God's Reach graveyards   
    We've heard concerns from testers about the removal of graveyards from God's Reach a short time after The Fortunes of War was deployed to LIVE. Here's an explanation of what happened and the aftermath. 
    It's not an intended gameplay design for graveyards to be available in God's Reach (GR). There are many factors for that decision, the chief among them being that the purpose of God's Reach is to be a new player/character area where young Crows enter the world, get their beaks wet and then fly off to bigger and better things in campaign worlds and trials. We don't want those young Crows getting too comfortable and settling into GR forever so we limit what's available there, such as the intentional absence of graveyards. 
    It was an innocent mistake that caused graveyards to be included in GR when Fortunes came up on Monday. When we became aware of it, the decision was made to remove them in the patch that was about to be released. Our investigation showed that the number of  body parts that were farmed and, consequently, vessels created did not warrant a wipe as there's not enough to turn the tide in the upcoming trail. 
    Developing and testing a game is as much about processes as it is about game design and programming. To that end, we've identified how this happened and what we need to do to prevent it (or something similar) from happening again. 
    This isn't the first time something went sideways, and it won't be the last. It's part of making games (one of the painful parts). Our continued pledge to our community is to always do our best to continually review and refine our processes, to carefully take all angles into consideration when addressing issues as they arise and to keep you informed about what happened, how we fixed it and what we learned from it. 
  7. Like
    marlevvll reacted to Rhysdormu in 5.100 LIVE Feedback Reports for 7/23/19   
    I've only just started the game, so I may be offering moot feedback here, but due to the complex, but awesome, nature of the crafting (blacksmithing is the only one I have used thus far) it might be a good idea to allow people to select weapon, say axe, and then it highlights the components required to create that item so that people don't get overwhelmed by the amount of choice available. 
  8. Haha
    marlevvll reacted to mandalore in ETA on when (some) of the servers will be back up?   
    Reported for personal attacks. 
  9. Like
    marlevvll got a reaction from RikForFun in 5.100 LIVE Feedback Reports for 7/23/19   
    The character controller feels so much better than when I last played (early 5.x) The frame rates have dramatically increased even on max settings The bow play, as a ranger, has dramatically been improved however, it's unclear if a mob/player is out of range. I wish the UI told me this more clearly I wish the zoom out, after shooting an arrow, would happen more quickly it took me awhile to figure out where 'blink/dodge' points were located. perhaps move this under the stamina bar items wouldn't auto equip from the inventory if i already had gear equipped my client has crashed twice once when trying to equip, from the inventory, a bow (replacing the default bow) the other when clicking out to another window (i have 2 monitors and run CF in borderless window) in the r1 and 3 realms, there are fire graphics scattered throughout the air in fact, the fire graphics in every place were not animated. this was also true for other glowy effects disciplines do not loot via right click when i put items in the bank, they do not automatically stack there should be chests at the end of each pve area to promote completion my minor discipline says that i drop health orbs on damage but i haven't seen any yet how do i enter 'cursor' mode to view my buffs and debuffs? it isn't clear. i'm also uncertain how to view what my skills do the crafting UI should always close i don't think the entire character UI should render when i'm looting this is the best version of CF I have played yet! congrats, team!
  10. Like
    marlevvll got a reaction from ACE_FancyHats in 5.100 LIVE Feedback Reports for 7/23/19   
    The character controller feels so much better than when I last played (early 5.x) The frame rates have dramatically increased even on max settings The bow play, as a ranger, has dramatically been improved however, it's unclear if a mob/player is out of range. I wish the UI told me this more clearly I wish the zoom out, after shooting an arrow, would happen more quickly it took me awhile to figure out where 'blink/dodge' points were located. perhaps move this under the stamina bar items wouldn't auto equip from the inventory if i already had gear equipped my client has crashed twice once when trying to equip, from the inventory, a bow (replacing the default bow) the other when clicking out to another window (i have 2 monitors and run CF in borderless window) in the r1 and 3 realms, there are fire graphics scattered throughout the air in fact, the fire graphics in every place were not animated. this was also true for other glowy effects disciplines do not loot via right click when i put items in the bank, they do not automatically stack there should be chests at the end of each pve area to promote completion my minor discipline says that i drop health orbs on damage but i haven't seen any yet how do i enter 'cursor' mode to view my buffs and debuffs? it isn't clear. i'm also uncertain how to view what my skills do the crafting UI should always close i don't think the entire character UI should render when i'm looting this is the best version of CF I have played yet! congrats, team!
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