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galvia

Testers
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  1. Like
    galvia reacted to Xarrayne in Music in PvP Videos?   
    What do YOU want to hear when you're watching a PvP video?
    If you have any suggestions for music types/genres I might've missed then add one per comment down below; that way, if I can't edit the poll in time, then people can vote with the Like button instead! Similarly, if you want to veto certain genres or sources (e.g. "anime music"), then comment that thought down below and people can also use Like to veto.
    Hopefully this will be a good reference for all content creators out there, both streamers and YouTubers, for what kind of music people who watch this game like to hear... At the end of the day these things are for you, the audience, to enjoy, so it's important that the audio choices align with your interests!
     
    P.S. If you're not sure what I mean by any of the poll questions then let me know and I'll send you some examples of what I was trying to convey  
  2. Like
    galvia reacted to thomasblair in Max passive skills for all   
    It is all about where and what we want tested.
    On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead.

    On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.
  3. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/19/19   
    You aren't in the same party. If he can see your orbs that's a bug.
  4. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/19/19   
    Looks like Colossus Smash's range is not correct currently. It's missing about 4 - 5 meters of range.
     
     
  5. Like
    galvia got a reaction from Leftnut in Wipe coming with new trial   
    No censorship here breh.

    I think the important part of what I said was the part about viability. If it's quick to reach viability but it takes a long time to reach luxury than a new player shouldn't feel so snubbed, because they quickly reach the point where they can compete. I don't think any new player in a sandbox or an MMO game expects to be able to compete at a top level when they first start the game.
  6. Like
    galvia got a reaction from Leftnut in Wipe coming with new trial   
    I think this type of stuff is better off in a feedback thread but here we go.

    Passive training is only a big deal in crafting and gathering, combat passive training is significantly less impactful than others have stated in this thread. I was a top 10 PVPer on the Balance leaderboard for four~ months while I worked on my Blacksmithing and Ore trees without a single point in combat - the amount of power you gain from those trees is not zero, but your gear and the resources you have access to are a far larger contributor to why you get run over by me 1v1.

    For our guild, we start to gear harvesters once they've reached the third harvesting tree in their respective profession. The fact that they can't keep up with trained harvesters until that point (and they are only scratching the surface really) does suck. The passive training system will almost certainly get a balance pass in the future, but it's likely they will take a similar approach to passives as they have done with crafting in 5.100. It should be quick to reach viability and take more effort to reach luxury. How quick is quick? That depends on your perspective, but a player on day 1 should probably be spending time learning the ropes and testing systems, a player in week 1 or 2 should probably be able to do something impactful.
    Crafting is another ballgame, but again I think they've really helped improve that with the crafting changes in 5.100. If you have saved up some quality materials, even with low-ish experimentation skill you can make some good gear.
  7. Like
    galvia reacted to APE in Wipe coming with new trial   
    As someone that would prefer to focus on combat and more so PVP, I don't understand why training is this way.
    If combat training is almost entirely insignificant why does it exist?
    Anyone can fight and the stats gained from training, while helpful, don't make Combat any more of a role or open up new ways to play.
    Combat training should be replaced/enhanced to provide tools that actually complement someone that wants to be a fighter.
    Ex:
    POI Capture: Increased capture speed, add extra bonus points to capture
    Siege: Wall destruction/repair, guard enhancement, siege weapon efficiency/building, do more damage/healing to trees.
    Travel: Increased speed in/out combat, along roads, or near POI/strongholds. 
    Death: Decreased respawn limits/costs, increased crow speed.
    PVE: Increased/decreased dmg vs mobs of whatever type, increased loot drop chance/quality, less gear decay vs mobs.
    Tracking: Tracking...
    These types of things would open up more ways to play or enhance combat game play, not just numbers on a paper doll. Combat training should provide enough power advantage to make a difference (who cares about player skill amiright?) or be more then just basic stats.
    I know just throwing more stats is the easy way to go about it, but it is very unexciting and compared to harvesting/crafting, doesn't do nearly as much. 
  8. Like
    galvia got a reaction from DrakanoWOW in Wipe coming with new trial   
    We are saying the same thing.
  9. Like
    galvia reacted to oneply in Wipe coming with new trial   
    Full wipe means passive skill too. So you didn’t lose. 
    Theres some crafting changes so I understand not wanting to wipe passives yet.  The vault change requires the inventory wipe. I wouldn’t want them to waste time make code to transfer from old to new. 
    When they do the next full wipe they need to go to what they plan for launch. Whatever that may be. 
  10. Like
    galvia got a reaction from Xarrayne in Wipe coming with new trial   
    I think this type of stuff is better off in a feedback thread but here we go.

    Passive training is only a big deal in crafting and gathering, combat passive training is significantly less impactful than others have stated in this thread. I was a top 10 PVPer on the Balance leaderboard for four~ months while I worked on my Blacksmithing and Ore trees without a single point in combat - the amount of power you gain from those trees is not zero, but your gear and the resources you have access to are a far larger contributor to why you get run over by me 1v1.

    For our guild, we start to gear harvesters once they've reached the third harvesting tree in their respective profession. The fact that they can't keep up with trained harvesters until that point (and they are only scratching the surface really) does suck. The passive training system will almost certainly get a balance pass in the future, but it's likely they will take a similar approach to passives as they have done with crafting in 5.100. It should be quick to reach viability and take more effort to reach luxury. How quick is quick? That depends on your perspective, but a player on day 1 should probably be spending time learning the ropes and testing systems, a player in week 1 or 2 should probably be able to do something impactful.
    Crafting is another ballgame, but again I think they've really helped improve that with the crafting changes in 5.100. If you have saved up some quality materials, even with low-ish experimentation skill you can make some good gear.
  11. Like
    galvia got a reaction from DrakanoWOW in Wipe coming with new trial   
    I think this type of stuff is better off in a feedback thread but here we go.

    Passive training is only a big deal in crafting and gathering, combat passive training is significantly less impactful than others have stated in this thread. I was a top 10 PVPer on the Balance leaderboard for four~ months while I worked on my Blacksmithing and Ore trees without a single point in combat - the amount of power you gain from those trees is not zero, but your gear and the resources you have access to are a far larger contributor to why you get run over by me 1v1.

    For our guild, we start to gear harvesters once they've reached the third harvesting tree in their respective profession. The fact that they can't keep up with trained harvesters until that point (and they are only scratching the surface really) does suck. The passive training system will almost certainly get a balance pass in the future, but it's likely they will take a similar approach to passives as they have done with crafting in 5.100. It should be quick to reach viability and take more effort to reach luxury. How quick is quick? That depends on your perspective, but a player on day 1 should probably be spending time learning the ropes and testing systems, a player in week 1 or 2 should probably be able to do something impactful.
    Crafting is another ballgame, but again I think they've really helped improve that with the crafting changes in 5.100. If you have saved up some quality materials, even with low-ish experimentation skill you can make some good gear.
  12. Like
    galvia got a reaction from DrakanoWOW in Wipe coming with new trial   
    No censorship here breh.

    I think the important part of what I said was the part about viability. If it's quick to reach viability but it takes a long time to reach luxury than a new player shouldn't feel so snubbed, because they quickly reach the point where they can compete. I don't think any new player in a sandbox or an MMO game expects to be able to compete at a top level when they first start the game.
  13. Thanks
    galvia reacted to Pann in Wipe coming with new trial   
    The next Trial of the Gods will be announced soon, so we want to give everyone a heads up about the wipe that's coming with it. 
    Characters, inventory, Eternal Kingdoms will be impacted by the wipe. Skills will not. Backer rewards and purchased items will be removed but returned via the Lobby. 
  14. Like
    galvia reacted to Doomshadow in 5.100 Snap Test Feedback Reports for 7/18/19   
    When you right click a tool to add to an open slot on your Survival tray, it automatically fills 1, instead of the next open slot on the tray.
  15. Like
    galvia reacted to Hungry in War Story of the Week: Xarrayne   
    If you showed this to someone who knew nothing about Crowfall don't you think half of the fight just looks like someone is casting spells at a giant blob of HP bars?  Only people who play Crowfall can tell what is going on and Pann specifically said that the warstory needs to tell a story that doesn't need context.
  16. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Feedback Reports for 7/18/19   
    I think that is up at critical, catastrophic, and AYI but lower on no risk - marginal compared to live?
  17. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Feedback Reports for 7/18/19   
    Up or down? I'm at work but this is spicy.
  18. Like
    galvia reacted to vkromas in 5.100 Snap TEST Patch Notes for 7/18/19   
    7/18/19
    Crowfall Pre-Alpha Build 5.100.0
    To report any issues or bugs, please go here: 5.100 Bug Reports
    To report feedback, please go here: 5.100 Feedback
    For an up-to-date list of known issues please go here: 5.100 Known Issues

    Campaigns:
    Updated the Siege Schedule for all Forts and Keeps in Cluster 19 and Cluster 20. EKs:
    Sacrifice altar has been added back to EKs. Discipline Powers:
    Performance and FX tweaks for Pixie Dust and Wee One. Fixed an issue with Illusionist’s Invisibility. Class Powers:
    Duelist:
    Fix for duelist saltpeter animations not playing.  Crafting:
    Additional Risk Points statistic now properly works in the crafting system (Granted via the Attention to Detail Minor Discipline). Altered base values granted per pip per experimentation success type. Altered base values granted per level of Additional Risk added to experimentation. Vendors and Items:
    Adjusted costs and tick rate times on food that can be found on system vendors. The recovery pools on items like carrots, potatoes, and peppers have been adjusted and now vary slightly.  General Bug Fixes:
    Moved the siege schedule filters to the siege schedule panel rather than being on top of both the schedule and leaderboard. Added more info to the Map tutorial tip to now include information about war tribe map pins.
     
  19. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/16/19   
    @thomasblair That makes sense. It just seems like a weird interaction when it jumps that far from a left or right most target but not from the middle in that short of a range. Maybe the tool tip could be improved?
    Thanks for the clarification!
  20. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/16/19   
    Looks like spirit whip will only cleave in one direction.
     
     
  21. Like
    galvia reacted to oneply in 5.100 Snap Test Feedback Reports for 7/15/19   
    no jewelry, stat points, minors, or majors. just a white lvl 1 with passive training
  22. Like
    galvia reacted to thomasblair in 5.100 Snap Test Bug Reports for 7/16/19   
    This is as designed, the range between hops on spirit whip is 5m from the last target hit in the chain, and can't hit previous targets. The dummy on the far left is more than 5m away from the dummy on the far right.
  23. Like
    galvia got a reaction from Xarrayne in 5.100 Snap Test Feedback Reports for 7/15/19   
    Collecting doobers from a massive motherlode or loot explosion is one of the most satisfying and addicting things in this game. Picking up a random mushroom or some slag doesn't feel great, but the doober pickup is a great feature.
    You can grab axes out of the chests right as you leave the noobie island cave, so you don't need to start by actually punching a tree.
  24. Like
    galvia got a reaction from Xarrayne in 5.100 Snap Test Feedback Reports for 7/15/19   
    Yeah this change was shipped in the original 5.100 patch on test.

    I agree that the interaction is weird now. This does improve harvesting speed at higher gear tiers, but the previous setup was very smooth at mid tiers of gear (where you would 4 - 1 - 3 for max stam and damage to node). It's likely that this is a response to the 5 Pip, Villien Active ability, 5 pip, 5 pip rotation that was happening and dealing a ton of damage.
  25. Like
    galvia got a reaction from ACE_FancyHats in 5.100 Snap Test Feedback Reports for 7/15/19   
    The problem with your example oneply is that you are maxed and using legendary jewelry.
    I think it is good that quality materials are much more likely to produce quality items, but it is bad that common materials will be potentially worse than they are on live due to the experimentation change for new players. That isn't in line with the changes they are trying to make.
    A small adjustment is probably in order.
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