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Histerix_Azleea

Testers
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  1. Like
    Histerix_Azleea got a reaction from Murdok47 in EU Dregs Campaign begins Wednesday 4PM CEST   
    Hello world,
    @jtoddcoleman @gothamgurl
    Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge).
    From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows shall be activated at all time. Currently, we are testing nothing related to performance neither in NA nor EU. We need to saturate the siege map which will never happen with such scenario:

    We cannot provide feedback regarding the siege weapon, how many people do we need to break through and so on….
     
    Give us back the slaughterhouse map, you will probably have more data related to combat in 1 week than in 2 years….
     
    Anyway, I still have no vision about your expectations from those test phases.
     
  2. Like
    Histerix_Azleea got a reaction from APE in EU Dregs Campaign begins Wednesday 4PM CEST   
    Hello world,
    @jtoddcoleman @gothamgurl
    Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge).
    From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows shall be activated at all time. Currently, we are testing nothing related to performance neither in NA nor EU. We need to saturate the siege map which will never happen with such scenario:

    We cannot provide feedback regarding the siege weapon, how many people do we need to break through and so on….
     
    Give us back the slaughterhouse map, you will probably have more data related to combat in 1 week than in 2 years….
     
    Anyway, I still have no vision about your expectations from those test phases.
     
  3. Thanks
    Histerix_Azleea got a reaction from JamesGoblin in EU Dregs Campaign begins Wednesday 4PM CEST   
    Hello world,
    @jtoddcoleman @gothamgurl
    Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge).
    From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows shall be activated at all time. Currently, we are testing nothing related to performance neither in NA nor EU. We need to saturate the siege map which will never happen with such scenario:

    We cannot provide feedback regarding the siege weapon, how many people do we need to break through and so on….
     
    Give us back the slaughterhouse map, you will probably have more data related to combat in 1 week than in 2 years….
     
    Anyway, I still have no vision about your expectations from those test phases.
     
  4. Thanks
    Histerix_Azleea reacted to gothamgurl in EU Dregs Campaign begins Wednesday 4PM CEST   
    @Histerix_Azleea thanks for your comment. Even with the current population we are seeing the groups providing valuable feedback in areas of balance and bugs that we can benefit from right now. We understand the situation and your request but at this point we are focused on moving to Beta and expanding the testing population with that next step. We hope that makes sense in light of recognizing we want to get this game to the next level of quality for our players.  
  5. Like
    Histerix_Azleea got a reaction from Tofyzer in EU Dregs Campaign begins Wednesday 4PM CEST   
    Hello world,
    @jtoddcoleman @gothamgurl
    Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge).
    From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows shall be activated at all time. Currently, we are testing nothing related to performance neither in NA nor EU. We need to saturate the siege map which will never happen with such scenario:

    We cannot provide feedback regarding the siege weapon, how many people do we need to break through and so on….
     
    Give us back the slaughterhouse map, you will probably have more data related to combat in 1 week than in 2 years….
     
    Anyway, I still have no vision about your expectations from those test phases.
     
  6. Like
    Histerix_Azleea got a reaction from Uta in EU Dregs Campaign begins Wednesday 4PM CEST   
    Hello world,
    @jtoddcoleman @gothamgurl
    Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge).
    From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows shall be activated at all time. Currently, we are testing nothing related to performance neither in NA nor EU. We need to saturate the siege map which will never happen with such scenario:

    We cannot provide feedback regarding the siege weapon, how many people do we need to break through and so on….
     
    Give us back the slaughterhouse map, you will probably have more data related to combat in 1 week than in 2 years….
     
    Anyway, I still have no vision about your expectations from those test phases.
     
  7. Like
    Histerix_Azleea reacted to Isna in General feedback from the french community   
    Hi everyone,
     
    This is a global feedback from a part a the french community. It deals with dregs and fight in large scale team.
    First I want to begin by the different positive aspects of the dregs.
    1. Dregs without import are very interesting.
     
    2. Season card system : even if it could be optimized, it's a nice system.
    - Every guild can focus some objectives whatever its size. Smaller guilds can having fun without to participate to the siege... (I think it could be interesting to have 2 cards for landless guild, 2 cards for guilds with fort/keep, 2 cards for every guild)
    - Not to know the guild ranking during the season is perfect too. It add some suspense, and every guild can try to focus a card (without stop being active if they see they are late.)
    - To have some card which are “per member” is wonderful because it rewards guild for its activy and not its size.
     
    3. Conquest system : bonus/penalty for each structure (camp, tower, fort keep) is nice too and give some fun / interesting objectives. For example we can chose to focus a guild which has a higher rank, or the guild after us to increase the gap.
    But on the last dreg, the penalty if you lose a fort was very big. Is it noraml ? Is the penalty higher in winter than summer ? Could we have the calculation ?
     
    4. Winner of the campaign
    Season card system give an advantage to the most active guilds and smaller guild, while conquest give advantage to the most active guilds and bigger guild.
    In consequence, for the moment bigger guild cannot win a campaign if their members aren't all actives.
    We think that it's normal than the most active guild may have the best chance to win a campaign, but whatever there are small or big guilds. To balance that, maybe the conquest points could be taken into account at the end of the campaign (this may add some points to the most active and the bigger guild) even if season cards may stay more important than the conquest... (Big guild could recruit active players instead of only more players...). Only 1 card is a mix between season card and conquest, the one which give point for the top 3 guilds with the most penalty point at the end of winter. Maybe guilds which end with keep could have a specif reward, higher that guilds with fort, higher than guilds with camps
     
    Now, I switch to the negative aspects.
     
    1. Bad feeling for the fight with large scale team
    - Retaliate vs CC is very unbalanced. Retaliate is too powerful if you are not using CC class. But if there are players with CC class in your team you don't have enough damage to kill the enemies. That's why CC classes aren't used for the moment
    - A few number of AoE needed for impact a team (that mean AoE which really deal damage) except 1 for Druid DPS and 1 for Frostweaver DPS. Because of that, if the fights are bigger than 10v10 they aren't very fun as you have manly to focus 1 target instead of an area. And it should be the standard for large scale fight (Player shouldn't not use the same gameplay with there main class for 3v3 than 15v15). Fights become too long and too static. Even if many parts of the gameplay will made Crowfall great, static teams must be punished as for every others MMO whatever they are 10 or 25.
    - The camera is too close to the vessel. Lead fight is really difficult as we don't see the entire fight, more difficult fo short range class, and for range class too it's difficult to correctly place our AoE and other skill on the ground. => Could be great to increase the FoV.
    - The lack of raid interface for organized group. (see the raid member on the compass, compensate situation when you are 6/11/21, have a mark on the group/raid leader, improve team organization for/during fight).
    - Add a graphic option to reduce the visual effect of the skill in order to reduce the FPS's decrease during the fight.
    - Add a difference between AoE from allies and AoE from enemies, maybe by adding a red circle for the enemies's AoE. (Make fights more readable, and compulsory if you increase damage of AoE to make the fights less static)
    - Last part is about the short range class. You have to find a way to make these class more viable in large scale fight. We will see if the upgrade of the range to 6m is good and if it's enough. Another option is to modify the auto attack from 1 to 2-3 targets (espacially if you have weapon such as great axe for exemple...)
     
  8. Like
    Histerix_Azleea got a reaction from Belantis in 5.110 TEST Feedback for 4/27/20   
    @TyrantI would like to give my two cents on the death penalty.
    The death timer in this game is strange, starting from around 2 minutes for your first death and increasing after each death. This is really to long and boring for a normal players. Imagine, when the game will have 1000+ players in a campaign or dregs. You finish your work and you wanna play 2 hours to have fun with friends, you go PvP then you die, die , die because you don't care about your KDA and you wanna fight others people to improve together. After 10 death you reach more than 6 minutes doing nothing more than to stay at the ressurection statue.
    Basically you spent, 2 + 2.5 + 3 + 3.5 + 4 + 4.5 + 5 + 5.5 +6 + 6.5 ~ 40 minutes doing nothing waiting for your ressurection. From my point of view, this is a huge problem because 40% of your time is not used to play the game.
    Nowaday, spending more than 1 minutes waiting doing nothing at the ressurection statue will no be well received by a more casual community.  The problem, we saw in this game was that people could ressurect and come back to fight before the combat ended.
    1) First of all, why should the death timer increase?
    2) This was possible, because of the lack damage to clean several players together. Make combat faster, could help this point as well as the serveur optimisation.
    3) The ressurection statue could be unable to ressurect people as soon as the point is contested (ennemy nearer than X m for fort and keep).
  9. Like
    Histerix_Azleea got a reaction from APE in 5.110 TEST Feedback for 4/27/20   
    @TyrantI would like to give my two cents on the death penalty.
    The death timer in this game is strange, starting from around 2 minutes for your first death and increasing after each death. This is really to long and boring for a normal players. Imagine, when the game will have 1000+ players in a campaign or dregs. You finish your work and you wanna play 2 hours to have fun with friends, you go PvP then you die, die , die because you don't care about your KDA and you wanna fight others people to improve together. After 10 death you reach more than 6 minutes doing nothing more than to stay at the ressurection statue.
    Basically you spent, 2 + 2.5 + 3 + 3.5 + 4 + 4.5 + 5 + 5.5 +6 + 6.5 ~ 40 minutes doing nothing waiting for your ressurection. From my point of view, this is a huge problem because 40% of your time is not used to play the game.
    Nowaday, spending more than 1 minutes waiting doing nothing at the ressurection statue will no be well received by a more casual community.  The problem, we saw in this game was that people could ressurect and come back to fight before the combat ended.
    1) First of all, why should the death timer increase?
    2) This was possible, because of the lack damage to clean several players together. Make combat faster, could help this point as well as the serveur optimisation.
    3) The ressurection statue could be unable to ressurect people as soon as the point is contested (ennemy nearer than X m for fort and keep).
  10. Like
    Histerix_Azleea got a reaction from Tyrant in 5.110 TEST Feedback for 4/27/20   
    @TyrantI would like to give my two cents on the death penalty.
    The death timer in this game is strange, starting from around 2 minutes for your first death and increasing after each death. This is really to long and boring for a normal players. Imagine, when the game will have 1000+ players in a campaign or dregs. You finish your work and you wanna play 2 hours to have fun with friends, you go PvP then you die, die , die because you don't care about your KDA and you wanna fight others people to improve together. After 10 death you reach more than 6 minutes doing nothing more than to stay at the ressurection statue.
    Basically you spent, 2 + 2.5 + 3 + 3.5 + 4 + 4.5 + 5 + 5.5 +6 + 6.5 ~ 40 minutes doing nothing waiting for your ressurection. From my point of view, this is a huge problem because 40% of your time is not used to play the game.
    Nowaday, spending more than 1 minutes waiting doing nothing at the ressurection statue will no be well received by a more casual community.  The problem, we saw in this game was that people could ressurect and come back to fight before the combat ended.
    1) First of all, why should the death timer increase?
    2) This was possible, because of the lack damage to clean several players together. Make combat faster, could help this point as well as the serveur optimisation.
    3) The ressurection statue could be unable to ressurect people as soon as the point is contested (ennemy nearer than X m for fort and keep).
  11. Thanks
    Histerix_Azleea reacted to grekko in 5.110 TEST Feedback for 4/27/20   
    @Yumx Our core players have been active for a month and have enough experience to make constructive criticism. We provided feedback whether you like it or not. In order to succeed in the mmo market, this game will have to meet the modern mmo players expectations. That is what we provide, feedback and solutions so Crowfall can thrive. If you care about this game, listen to EVERY player and stop telling us we lack hundred hours of playing Crowfall. 
  12. Thanks
    Histerix_Azleea reacted to Purpearl in 5.110 TEST Feedback for 4/27/20   
    I do not like big group fight actually. It was terrible in 5.100, and it still is in 5.110, even with a "stackburster" meta, coming from someone playing in a smaller guild. It's more of a chore that we have to do, because Divine Favors, caravans and City building just need to be ironed out, bug fixing, more informatioon on who wins what etc etc... Buyt we have to do big fight to hold our forts, and that is just not fun. And that is why we will, for most of us, take a break from the game. It was not fun playing against Vanguard, HoA or Winterblade. It was not either when winning against Horizon or HoA or other smaller guild.
     
    For me that comes from two majors things, and a lot of smaller one surrounding them.
     
    - Retaliate is too strong. It was fine frankly until the cleric appeared and the retaliate had to become this overpowered to solve the Hand of god perma-root problem. Incidentaly, lots of classes, and especially promotion classes having way too much CC while not being a CC promotion. A good exemple of that is the confessor. Tornadoes and fire waves are great spells, but the DPS promotion and the tank promotion shouldn't have them. I'm fairly fine making the Fanatic a single target DPS spec around the absolution, but the CC id brings at the moment is what makes it worth at the moment. And i think that, when it will be around the corner, when most of the older classes will be reworked, it should take this into account.
     
    - Soulpowers/ultis make the game way too forgiving. It was supposed to change somewhere in the past. And it still make you invunerable during it's animation, if not longer. And it breaks CCs, which makes it an even better retaliate. And it comes back, for most classes, super fast. You get pulled by a knight and are alone ? soulpower back to your team. You get CC at the worst time ? Soulpower. You make a mistake that in any other MMORPG makes that you are dead ? Soulpower once or even twice to save the situation.
     
    Then there's a lot of stuff that i think, miss from the game, in a more balance way.
     
    We need a healer class that have a DoT-purge. None of them have it and it forces us to have Field Surgeon for it. And we need a way to purge debuffs, might it be plague-lord/anti-heal one or attack-crippling one lick the crippling ice or the pixie one. For the group. And probably as a discipline and in some form given to a class.
    And Time to kill, especially in these huge group fight, need to be reduced. Not massively, but making it 20% faster would make it great.
     
    Then there's something that has been bugging me for a while coming from the game overall design more than combat :
     
    The camera is way too close to the character, and too close to the ground. That makes it hard to use Ground target spells. Especially when your team/guild mates blocks the target and makes you launch the the spell at your feet when you wanted it at max range. That's super frustrating. And makes the combat not fun, on a more personnal level. I know there was an idea behind it, to make us not have in group fight, see everyone. But that's bad design to me. I think it is needed, for the DPS, for the raid leader, for the frontline to position itself and for healer to better see team mates.
     
    It's a bit all over the place but that is my feedback on the game. In shorts, Dregs are fun, need to be ironed out, but it's there.
    The 5 man or more, group fight that comes with it are not. And that makes me at least, take a break. Because I do not want to play a game ( because that's what we are doing in the end, with just us giving our feedback after that ) where i'm not having fun.
  13. Thanks
    Histerix_Azleea reacted to Purpearl in 5.110 TEST Feedback for 4/27/20   
    @Yumx I come back after more than a year, i played, didn't found it fun during fighting. Yes.
    That doesn't mean I won't stop posting and giving feedback on the forum, on what do works and what doesn't. Especially since I really do not see any problem that makes me not having fun  being taken care before it hits live ( and beta ). Not because Artcraft do not care about it, but the solution need Dev Time, which is going to bugfixing and to Caravans/Divine Favors/Fort and keep building.
    I'll may come back around in a few campaign, or when it hits Live. See If these problems are solved, play one or two campaigns and if i'm not having fun once again i'll stop. And i'll explain why.
     
    And ultimately, and I know that's an insensible take but, for me, as a player, there is a lot of good games, there always was, there will be in the future. It's fine if Crowfall fails, or i just don't like it. I won't be emotionnal about it, despite putting almost 200 bucks to ArtCraft. There is a lot of great ideas in this game, that is why i backed the game on Kickstarter 5 years ago, and played and stop during the 4 years I had access. I'm just pointing out what, for me and the people that I play with, are problems that makes me not want to play the game.
     
    To stay on the subject of feedback, I think that, promotions need to be more specifics on their roles. In the same way that conf DPS has way too much CC, Healers and tanks hits way too hard. The only thing that would work stat-wise for me is healing that is restricted to healing promotion only. Because it need that huge buff to support power ( I dunno if it's a good way to deal with it, but at least it works ). But the heal promotions hits too hard. And tank should bring more utility to their group. That's what the Frostguard do and that's, i think why it is needed in group contrary to all the others tank spec.
  14. Thanks
    Histerix_Azleea reacted to grekko in Alliance Mechanics in Dregs   
    Bonjour mon ami, 
    The subject of alliance has "really" emerged during the dregs because of the current state of Crowfall combat mechanic. Currently, the game is designed and balanced for combat of 5 versus 5 for several reasons : 
    - 5 is the maximum amount of players in a group.
    - 5 is the maximum amount of targets for AOE spells.
    - AOE spells are not really effective (except the druid electric dot and the frostweaver volatile ice combo spell, shatter storm is useless since the nerf)
    - The limit of 5 players forces you to find the best and optimal group composition which means that a lot of classes and promotions are useless and will never be played.
    - In order to optimize your effectiveness, you are forced to play dumb composition like : 3 frostweavers spamming volatile ices with 2 healing clerics ....
    - The lack of lots of AOE's 
    - Too many skills are single target
    - and so on ...

    You said : "The reason "small guilds" feel so outclassed is Crowfall, when played competitively by folks of equal skill, training, and organization, is extremely numbers sensitive. [...] Having 2-3 more people is a big advantage in a fight between V or HoA."
    => With this argument, you confirm that the skill cap of Crowfall is really low and that quantity matters at the moment in this game. Quantity should never be the reason of a win. Quality should, and that's the problem of this game. It is not designed to let 5 highly skilled players win against 20 normal players. And it is also not designed to "punish" mistakes.
    Example 1 : the way Retaliate works makes CC useless in this game. Which means that our 5 skilled players can't rely on a perfect CC rotation to kill the 20 ennemies.
    Example 2 : your 5 skilled players will never have enough dps against the 5-6 healers of the 20-man group.

    Another real example to illustrate : Some guilds complained that the healing frostweaver was to strong because it could heal 6-7 players against 10+ players. In the mind of those highly NOT skilled players, a larger group should always win against a smaller group. If that's not the case, then the healer of the smaller group is OP and needs to be nerfed. This is exactly what is happening with the healing frostweaver.
    Zerging has always been a problem in MMO's and alliances won't chance anything. We saw during the dregs how big guilds don't attack each other and crush smaller guilds ...
    This game needs 2 things to thrive : 
    - Force big guilds to attack each other
    - Change the combat system so a highly skilled 5-man group can win against a normal skilled 20-man group.

    Give me your constructive criticism

    Votre grekko ❤️ 
  15. Thanks
    Histerix_Azleea reacted to Purpearl in My take on the new scoring system. The Good, Bad and Ideas   
    I agree that 5.110 have more AoE than ever, the only one decent and healthy to the game to me is the Archmage Shatterstorm. But it’s not working due to the fact that you can’t CC a group long (due to the many wonky combat design, like the way retaliate works ATM ) enough for it to deal enough damage, and the volatile procs that have been nerfed to the ground . It’s just a bit better on this side. That doesn’t make it good, and it’s clearly overshadowed by all the crappystuff you have to do with Icecallers. Before that, it was just worse and terrible and not fun at all.
    However, I don’t know what MMORPG you’ve played but you are factually wrong. At least on the few i played, or my guild played, single target was not the way to deal with large group. And at least on these games i had fun while playing versus bigger group, even when we were being repeatedly killed.
     
    Lets take a group of 5 versus a group of 40
     
    With Single targets :
    the group of 40 can split into 8, each focusing 1 enemy.
    The group of 5, to achieve the same DPS, just can’t. Not even close.
     
    The group of 40 is largely favored in this situation.
     
    With AoE, limited to 5 per AoE (Gw2-style AoE) :
    the group of 40 hit 40 times, 5 guys. With more than certainly overkill.
    The group of 5 hit 25 times, on 5 or 25. And no overkill.
     
    They still cannot kill, but the group of 40 has not a better kill capability (except if you need more than 8 players focusing one to kill someone, which, for a healthy Time to Kill in a Mmo shouldn’t be the case ) while the 5 man group has multiplied his DPS by 5.
     
    With AoE, without target limit per AoE (ESO-Style AoE) :
    The group of 40 hit 40 times 5 guys, with overkill.
    The group of 5 hit 40 times 40 guys.
     
    Same situation for the big group. But for the small one, the DPS has been multiplied by 40. Technically they are on even ground Damage wise. Not my favorite, because I think the group having the number for them should have an advantage. But the small group, especially if more skilled, should have a chance.
     
    And that’s just the theory. On the field, it’s harder to single out someone in a group of 40 for the group of 5, while being easier for the big group to target, 1, than another, then another, etc, etc… Because there is only 5 enemy.
    And it’s easier for the group of 5 to dodge the AoE, because the group is way smaller than the bigger one, and probably less mobile if they want to stick together.
     
    Definitely, AoE helps fighting smaller group to fight big one. And I really do no see how that could be overwise, theoretically and practically.
  16. Like
    Histerix_Azleea got a reaction from DravoiX in 5.110 TEST Bug Reports for 3/30-4/1/20   
    Texts on talents are so custard confusing. The text says the barrier will be more resistant. So, How much shield will I have? What is the formula to increase the barrier? Is it based on my attack power or support power? Is it a random value.
    Please, we need more explanation or details on talents.
     
  17. Like
    Histerix_Azleea got a reaction from Navystylz in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    My modest opinion about the Stormcaller path.
    Druid stormcaller (Wood-elf)
    Where to start, the basic attack and its ridiculous/strange animations, where my druid is trying to perform some SLOW sword moves with a bush hook.
    I personnally prefered the old animation (5.100) where the druid was pointing someone with his finger and the storm was hitting him! A good point is there is no need to channel the attack anymore. However, his attacks are too slow to stack the plasma spark or capacitor passives effectively.
    Gaea's Wail (one target spell): 3 seconds locked in position to charge the spell fully. Moreover, the spell is missing most of the time if the target is moving.
    Call storm (one target spell): 1.5s of animation before the target is stunned, can add a DOT and be cast while moving.
    Linghtning Burst (1)/ Lingtning Strike (2)/ Aurora Emitter (3) (5/5/3 targets spell) :
    (1) 2s animation where the druid cannot move,
    (2) 1s animation can be cast while moving,
    (3) 1s animation can be cast while moving. Damage over time on three targets and people around them.
    This combo has decent damage but it takes too much time to reach the last part of the combo to break any hostile formation.
    Where is the druid instant storm? 🤩
    From my opinon, the whole set of animations is too sloppy compare to the new Frostweaver class either in speed, mobility or burst potential. The lack of spells is also a problem.
    I think, the spell kit should evolve or at least the spells' animation be adapted to be more responding.
    General:
    The talent trees are lacking some stuff, there are no real choices. Moreover, It feel terrible to investe 3 points in a dead nodes to gain access to the minor discipline hides behind.
    @LordofCake @thomasblair Do you intent to update classes according to the Frostweaver standard? I mean regarding the feeling to have smoother and faster responding spells.
     
  18. Thanks
    Histerix_Azleea reacted to oneply in Item Rewards - Official discussion thread   
    Todd, i think you glanced over his most valid point. Cause this response doesnt even touch it. your most dedicated testers are dropping like flies. the forums are full of "please stop gating us behind grind just to be able to play the game." but every update adds more and more tedious grind. i dont understand how you can claim youre listening/following our feedback. youve got issues that have plagued this game for months, that you guys essentially wont even recognize as issues. the open feedback i get to see of the people who actually play the game does not match what you are pushing on us. 
    Grind does not equal content. Let me say that one more time, Grind Does Not Equal Content, especially in a "PvP" based game. Stop trying to appeal to the PvE crowd, they have tons of games to choose from. They are not the ones who will be here day in and day out a year after the game launches.
    Exactly, the vast majority of players paid to come here for a new flavor of old school open world pvp. the player base was nightly in the 300s before the war tribe grind was introduced. last night at primetime i saw the numbers going from 15-20 in campaign, i think the best i saw all campaign was ~100. that should be alarming to you, that should tell you the direction youre heading is probably not a good one. here is what the last wipe did, it showed players the ridiculous grind just being able to play the game is going to be, the one CF advertises as not existing. If this game launches with this much grind, it will be a short lived game. the PvE is boring and the time locked gates will not appeal to PvPers or Crafters on a mass scale. Especially when your competition is creating games that you get better by doing not waiting. 
  19. Thanks
    Histerix_Azleea reacted to ArcaneFuror in Item Rewards - Official discussion thread   
    Devs: "We want an easy in easy out system for gear, we want players crafting to matter, and let players choice have impact"
    Players: Awesome! Hey crafted gear is pretty awesome and our gathering and crafting team is doing really well! on the right track!
    Devs: "Oh no, players have been moving through our testing material too fast! Guess we better randomize things and grind everything to a slow crawl"
    Players: "Crafting is harder than ever, decent stuff isn't feasible to crank out as much. Its really out of our hand and doesnt feel so fun anymore. Plus why you slowing down testing? We need to experiment and stuff"
    Devs: "...And while we're at it, make randomized loot roughly equal to what beginner/intermediate crafters can make, making the difference negligible. Also make disciplines beyond white quality only drop randomly and vessels can only equip disciplines of at least equal quality"
    Players: "Are we a joke to you?"

    Does this sum it up?
  20. Like
    Histerix_Azleea got a reaction from Sloppy in my frustration with crowdfunding, explained   
    I agree on samulus on this:
    I would like to point out that I signed to test a PvP game but the fact is you generated campaigns having 6 to 9 maps for only 15 - 60 active players at the same time (on EU), this is ridiculous. I understand you wanna test your map generator but do you really need to add so many maps. Nowaday, I never find someone when I go hunting and the only PvP I found thus far is this ridiculous zerg strategy during siege windows.
    I have really no vision about what you are expecting from a fight. At the moment, there are no tools to manage some good fight with a lower number of players when the gears are equals.
     
     
     
     
  21. Thanks
    Histerix_Azleea got a reaction from JamesGoblin in 5.92.0 LIVE Bug Reports for 6/6/2019   
    The "rend" skill makes my half-giant champion going too far through the target before coming back to her intial location.
    The "Battle chant" animation from the Holy avenger discipline disappears as soon as you launch another spell but the effect is still there.
    The white "holy avenger" discipline has the same bonus than the blue one.
  22. Like
    Histerix_Azleea got a reaction from JamesGoblin in my frustration with crowdfunding, explained   
    I agree on samulus on this:
    I would like to point out that I signed to test a PvP game but the fact is you generated campaigns having 6 to 9 maps for only 15 - 60 active players at the same time (on EU), this is ridiculous. I understand you wanna test your map generator but do you really need to add so many maps. Nowaday, I never find someone when I go hunting and the only PvP I found thus far is this ridiculous zerg strategy during siege windows.
    I have really no vision about what you are expecting from a fight. At the moment, there are no tools to manage some good fight with a lower number of players when the gears are equals.
     
     
     
     
  23. Like
    Histerix_Azleea got a reaction from JamesGoblin in Améliorations de l'interface utilisateur   
    Les images montrées sont plutôt agréables a regarder. Moi cela me fait plaisir de voir cette amélioration. Cependant, je suis aussi de l'avis de Royo à savoir que j’attends aussi avec impatience l'amélioration de l'interface en jeu.
     
  24. Like
    Histerix_Azleea got a reaction from Marth in my frustration with crowdfunding, explained   
    I agree on samulus on this:
    I would like to point out that I signed to test a PvP game but the fact is you generated campaigns having 6 to 9 maps for only 15 - 60 active players at the same time (on EU), this is ridiculous. I understand you wanna test your map generator but do you really need to add so many maps. Nowaday, I never find someone when I go hunting and the only PvP I found thus far is this ridiculous zerg strategy during siege windows.
    I have really no vision about what you are expecting from a fight. At the moment, there are no tools to manage some good fight with a lower number of players when the gears are equals.
     
     
     
     
  25. Thanks
    Histerix_Azleea got a reaction from JamesGoblin in 5.92.0 Bug Reports for 5/31/19   
    Half-elf ranger also got super high jump while in ranged combat stance.
    The half-elf dodge skill fails when there is a small stone in the direction of the dodge.
    The map generation is better but still too many maps for our number. It is hard to cross anyone.
    From my point of view, the map generation should also include an higher number of slopes that cannot be climb and cannot be jumped in order to create some tactical position.
     
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