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Gorwald

ACE Investor & Tester
  • Content Count

    599
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About Gorwald

  • Rank
    Rook

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  • Language
    French
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  • Location
    Belgium

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  1. It's not brigand specific, it's all ranger traps, i had already reported it on 4 july, seems it was forgotten. Glad they are working on it
  2. I've never needed a visual feedback of the target i have in front of me aka in front of my crosshair. It's plain stupid, like Blazzen said it's just ignorance of the system. Bugs When you start charged bow attack, the animation of an arrow fired launch making you feel like you actually fired it before charging
  3. Bugs (so far) Ranger traps procs an insane amount of time and do crazy damage then (at least on dummies, don't have time yet to try outside) Feedback I really don't like this auto targeting crosshair, where is the game where skill prevail anything else? With this non sense thing you don't even need to care about having a crosshair anyway since everything will hit if the mechanic is linked to it. This suck and need to be removed, who the hell came with this idea? is this a call from players? because i don't think veterans ever asked for this. I know you try to make new players cumfortable but really this suck. The feel of the new world without faction is so satisfactory, i like the design of the earth temple and the amazing work of @davegreco art put in perspective ingame. Really looking forward the new stuff in 5.10 (except really this new targeting stuff)
  4. @nblottie Great stuff, really looking nicer and so much cleaner than before, i like it, you have done an amazing work there Way to go for the next part : ingame hud Oh and confirmed Frostweaver is still a thing 🤣
  5. You are all talking about vessels, farm, gear, it say a lot about how the game turned.
  6. Funny to read people crying about crafting/grinding and citing old games like DAOC, UO. DAOC (at launch) was a damn PVE grind fest before even thinking about going into pvp. UO was a training dummy grind before even thinking going out the city Even Shadowbane was a PVE afk grinding game before going into pvp. I don't know any MMO games focused on PvP were you wouldn't have a boring experience before enjoying the PVP. If you want pvp right away go into MOBA style or FPS like CS.
  7. Wiping : From my point of view i would say wipe spirit banks/characters but keep the training. Why? So you can test how a new player experience will be in joining a new campaign, i'm not that sure the points in skills training (health, crit chance etc...) are so huge between a veteran and a new player, the only huge gap for me is in the harvesting/crafting stuff. If you are not wiping the skills system, new players coming will be able to have access to vendors/stuff veteran players will put in the Free city. If you wipe them, then the free city is useless since nobody will have the training required to make decent stuff before weeks/month. A lot of new players are calling on the general how to get stuff, so it's a good thing, again from my point of view, to let the skill train go on the sanctioned campaign to have a good overview of the economy ingame. But if needed then wipe everything. Points/Capture mechanics : It seems that you have the right ideas to avoid the "Uncle bob" thingies, i'm not a game designer so i'll let that to the specialist. My only concerns actually about the points/capture things are : Forts are too easily capturable : A player alone with scarecrow can take a fort, even more if he's one of the FOTM promotion class (pitfighter, plate confessor, paladin) Some powers/glitches are abused to bypass the walls (blinks, teleport etc..) who add a sense of useless in building those walls. I'll suggest to put debuffs in the zone of the fort/keep, kinda the same way Towers worked in Shadowbane, it should be dangerous to go into a fort/keep, not just a walk in the park like it's actually Buffs/variance guards : as actually they are all ranger = scarecrow. Ever make them immune to this discipline or get some variances in guards, we had some of those variance in previous builds, make guards great again! (but not too much like OS guards we experienced before) Make it more easy to build defense when you own a fort, for example actually it's quite hard to find ressources to build those walls, it end with forts being abandonned with no walls because people don't care about it (add even more to the feel of cycle capture) Night caping : maybe make opening window to forts capture to avoid the night caping teams? Not sure about this one because it's not really fair for those who haven't the same hours of everyone else. More alerts we don't know what happen until it's too late as @Soulreaver stated, we need to be advertised more faster when a fort is being under attack, because actually we are only alerted when they are already caping it. Make it when walls are damaged, guards hits or such Some Faction wide chat tab would add some more dimensions in planning attack/defenses and could eventually help bring a sentiment in wanting to participate (instead of only some groups of organized players yet) i've seen for examples some dudes asking for group in pvp in the zone chat of the temple. After all, i enjoyed those 2 weeks of campaigns testing, i personnaly like when the time for defending the keep is coming and everyone gather to the zone to be part of it, it's great time and it's nice to see those big fights talking place (despite the issues around it but hey ! It's pre-alpha) We have a full month of January to test your tweakings so let's go !
  8. I'm quite stumbled about the confirmation of no wipes, knowing the sanctioned campaigns will have reward and if you let people import stuff from this "test session" in December, there will be abuse when sanctioned will start as @Belantis pointed, even with limits in imports (except if you put 0 import for the firsts campaigns) Kinda strange decision Specially with the holidays coming and some people who will probably be away from home/computers. Will see I'm excited anyway to see the patch hit the live
  9. I agree there, but i need to see how the crafted items are contributing to the XP curve before jumping on the forks and torchs If crafted items contribute to annihilate the need of PVE (for wich i did not backed Crowfall) i'm ok with it, even more if others activities give you xp too (exploration, capture, etc...)
  10. Low activity on forums and in game have nothing to do with passive skill trees or harvesting/crafting. Not everyone is willing to test a game with bugs/crash and halfway features ready, we don't even have guilds system in yet and i know a lot of players are waiting for it to become really "active" on testing. + it's summer vacations for a lot of people Did the tests actually are turned for harvesting/crafting more than pvp? Sure ! Because they need to see if the system is robust/good enough for the game they want and we don't have even all the full crafting loop in, we are only on phase 1 (thralls, mass productions are still in work) I'm pretty sure mass production/thralls will alienate all the problems about getting stuffed and such since you will be able to buy the stuff instead of going farming yourself. And so people who would like more to focus on PvP will be able to do it. I've never focused on anything else in Shadowbane than pvp when others created a full city of merchants. Early tests was all about PvP combat (HD/SP) and it was fun, but now is the time to build the others systems too. I'm not a crafter/harvester i don't enjoy those kind of gameplay and so personally i don't test anymore the game yet, except login sometimes to see changes like 5.7 and i'm pretty sure a lot of others backers are doing the same. But as Todd already stated in precedent news, better step aside until we have something in we want to participate to, instead of being bored and leave for good. They are still working on it and when we will hit Alpha/beta i'm pretty sure the discussions will turn around to anything else that all about "is this a crafting game or a pvp game?" They know what they are doing, they have a plan and a clear roadmap
  11. If you can't understand why they let 5.6 in such state to push 5.7 forward, instead of losing time/ressources ($) on maintaining 5.6 in a better state, then sorry, i can't do anything for you. The original post is a rant about the state of 5.6 and why the devs have focused on 5.7 instead of correcting 5.6. Dude, seriously, learn how development works. Todd will say "if the juice is not worth the squeeze" and it's a good analogy to understand why they don't have put efforts in an obsolete version when 5.7 was just around the corner.
  12. It's not a game yet. It's a product in development. Ace have been clear from the start, it will not be enjoyable, it will be rough and not everything in those tests will be of your liking. If you can't deal with it, wait until the product got more evolved. If you can't wait, then you have trashed money away stupidly and maybe next time, next product, you will restrain yourself before...or not.
  13. Well, it's still amaze me how new Crows seems so uninformed when Ace is so informative about their game. So i'll just point you to the news explaining the difference between Live and Test since you seems to have missed it.
  14. Be careful with one thing : your resolution. I've bought a UHD4k monitor 2 weeks ago and was thrilled to test games with it, i found that at 4K resolution, Crowfall got a hit in FPS, even on the actual test client. On 1920*1080 resolution i'm at 160fps beachhead and 80fps on zone with a SLI of 980GTX (but SLI is not supported in Crowfall i think) On 3840*2160 resolution i'm at ~30fps on zone and 80 fps on beachhead. So it could be that if you have that kind of resolution too, try the client in windowed mode at 1920*1080 if it's the case.
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