Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

furriousbeardshow

Testers
  • Content Count

    44
  • Joined

  • Last visited

About furriousbeardshow

  • Rank
    Nestling

Profile Information

  • Language
    English
  • Interests
    Too many interests for this profile.
  • Gender
    Male
  • Location
    United States

Recent Profile Visitors

494 profile views
  1. -In combat tab of chat it still calls aurelium ,gold -askhoven xyz 2386, -2, 2922 granite r9 and iron r9 on top of each other.
  2. With Trial of Yaga started I log in and characters are missing unless I try to make a new one and vault completely empty.
  3. Live/Joveth/Elisia Rank 5 Location: 1872, -1, 2531 - Yew Tree Node and Copper Node are stacked on each other.
  4. Hey there Crows, The other day I was thinking about the various power trays some classes have and the time of switching in between them when it comes to the flow of combat or the game in general. Why not have it to where the players power bars are showing stacked, and possibly shrinking down there bounding boxes, but just have certain abilities grayed out when the weapon or gear that aren't being used are swapped out. I know that it doesn't seem very smooth transitioning between bars especially when trying to hit abilities as quickly as one can to keep up the pace of the fight. Just some thoughts though. Not sure how others feel about flows of combat pvp or pve wise but would love to hear others thoughts or ideas.
  5. - Feel as though with harvesting that there are already enough things to worry about that I don't think we need stamina drain for it. - Feel that since we are going away from open mat drops to personal and group that there might as well not be any animation for mats dropping and go strait to the inventory or at least a proximity pick up that way mats that fall through some unreachable areas or objects are obtainable. Can still keep the vessel item pick up/bubble pop on while harvesting to at least give a notifier that they got something out of the node. - Feels as though there needs to be some way of knowing ones base range in vessel details so that the range bonus stuff makes more sense. Felt lost in it and had to ask many questions regarding it.
  6. Rangers ranged reticle turns red at 40m no matter what ones range is at and only triggers red at 40m or less.
  7. -Look for necromancy dig passive details hover still says old harvesting pip order -Enemy NPC's can do range attacks and damage through objects. -Enemy NPC Myrmidon Colossal Smash seems like it hits you and stuns within a very broad range. Ex. I had Netted an Urgu Myrmidon 18m away and stunned me or at least showed the stunning effect. - MYRM NET ABILITY - If using Net then Net Pull the Net pull effect does not want to fully pull in the enemy if there is any deviation in the ground between the 2 characters and forces the netted enemy to stop the deviation in the ground is. Otherwise full net and Net Pull animation work if there is a clear LoS. - Duelist Vanish Power, the animation seems to have some inconsistency for example in the starting zone the barrel goes off to explode but there is a 4-5 seconds delay to when the explosion goes off and does damage. Then tried it in the Beachhead map against Urgu and it worked correctly. - Druid's healing rain, if correct, does a brief rain effect at the end of the spell. Otherwise just a green AOE on the ground. - Druid's Death tray basic attack starts 45* left of the caster several meters away and the particle stretches to the caster and then out to the enemy targeted. - Tool Tips in Talent trees don't want to show up very easily when hovering over an ability.
  8. - Need a way to see in the inventory or somewhere on the screen what the active buffs are giving my vessel by hovering over them or have another tab of the sorts.
  9. -If Pack Pig is active when going through the Rune Gate, when loaded into the other map it does not show up but have to use the ability twice to reactivate it. -When making artifact scrolls the additive agent is not working correctly it seems. - enemy npc's don't get hurt by ranged attacks unless they activate to attack back. - Confessor can wear Plate gear with no minor discs -Net Pull doesn't want to work correctly unless straight los. - Passive Skill Tree/Crafting Basics when fully completed says 95% Trained at the bottom of the screen. -Noticing that the proc for the aoe's fire damage from baked ice cream wasn't working.
  10. For the Hunger Nodes, it requires just the pick. At least I'm pretty sure it does anyways. Had gone through several nodes with just using the pickaxe and never had the "wrong tool" popup.
  11. Oh ok well that would explain why I didn't see that cause my Patch Notes on the launcher wouldn't show up. Thank you!
  12. - Chat is still not loading all the proper tabs and chat is not coming through in the starter zone. - mats that drop from nodes are falling into rock features that are part of land nodes. - The 5th Pip from Harvesting when used is not popping and instead popping in the 3rd Pip slot where the Stamina return buff is. - Seems that the Animation Effects from everything either stops showing up or freezes at some point after a couple hours in game. - Entering the Rank 3 Map I got stuck in the loading screen.
  13. - Love the newest iteration of the Spirit Bank, would love to see a couple more tabs like food for example, but vastly better improvement in my opinion. Also great that it shows how much stuff is the sacrifice as well as slot space it would take up in Character Inventory and it works! - Found the iteration of possible common loot off of the spiders in the starter zones very cool. Made me want to keep leveling as well as seeing if I could also get some gear along the way. Hoping that was the intention for the items dropped as well as another push to keep on the active level grinding trail. - Bandage animation of Mino Myrm is fixed I noticed. - Eating animation is also fixed. Also cool to see those food buffs pop, but would still love some way to be able to see the active buffs abilities by either being able to hover over them in some way or seeing it in some other tab. - Noticed that the Minotaur Bullrush was fixed to where you don't have to make sure that 2-3 seconds before the animation ends that you are touching the npc or player you are fighting in order for the knockback and knockdown to occur. - FPS seemed to be a lot better, small improvement but noticeable. - Thought it was cool to see more models that had been created to make a different looking hub in the test campaign. (Did notice though that there was a big dip in fps when standing behind the tree of life.) One thing I will leave this post on though, and maybe this happens later on down the road, is by going out and getting the logs and stone materials for buildings or perhaps similar mats. These things could be brought back to the Sanctuary's would unlock vendors or stations upon putting these certain materials into a given slot in the vendor area.
  14. Things I noticed from only being in game for a couple hours. - Inventory stays open after walking away or trying to do any other action. Have to either hit ESC or I to close out inventory again. - Minor disc from enemies loot could not be right clicked into inventory and was the only item like that. Everything else off the npc's were right clickable. - Noticed on Jotun Rank 4 map, things like campfires and other animations were frozen upon use or when the affect was suppose to end and disappear it did not. - Editing power bars abilities, click and drag still keeps a copy of the ability in the previous slot and does not go away when moving said ability to a new spot on the bar.
×
×
  • Create New...