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Angelhearth

Testers
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  1. Confused
    Angelhearth got a reaction from Yoink in 5.110 TEST Bug Reports for 4/29/20   
    Can you please, for the love of god, do the minimum of testing before you put up a new test server?
    As other have mentioned here, I can't equip my runestone tools. I added a pip in one of those after the one that gives access to runestone knife (the segment I'm working on atm), and then I was allowed to equip a knife, but I have no points to waste, yet, on the ones after the one that gives us access to the others, which I have filled.
  2. Like
    Angelhearth got a reaction from Tyrant in 5.110 TEST Bug Reports for 4/17/20   
    Did you ever find out anything?
  3. Like
    Angelhearth got a reaction from Tyrant in 5.110 TEST Bug Reports for 4/17/20   
    Last night, right after the new server came up, I changed some gear and had 180ish or 190ish intellect (it was late, I didn't notice more than like ahh, nice number). When I got in to the campaign the int had been reduced to 140. I did not check my stats before entering.
  4. Like
    Angelhearth got a reaction from Arkhan_the_Black in 5.110 TEST Feedback for 4/17/20   
    Why I don't think I will play this game much.
    My biggest problem with Crowfall, and one I don't think neither can nor will be changed, is that I want one single big world. I think the fragmentation destroys a game. The EK's is the same excuse LOTRO used when they implemented player housing. Having a house/fort/whatever outside the real game map isn't really that interesting. I want cities, where one can put up shop, or buy a house, or an apartment, a guild house, stuff like that. Or you buy a deed to land outside the cities. Ranks of nobility, with an area included. From barons that gets a small area to dukes that gets a huge area. All of them with at least 1 village, dependent on the size, area etc. Crafting is treated as a step-child by the developers. To the point where I wonder if there once was a developer that was really into crafting, but he quit. I also have a serious problem with PvP that doesn't have consequences. If you kill someone in the view of guards, your insta-killed, if you do it too close to a city/town it will get you flagged. To many flagged kills makes you kill on sight. It should be reversible, with time, until you kill too many players, and get flagged Red. PvP'ers should be able to hold their own forts, far out in the wilderness where they are unreachable by the law. Harvest nodes should increase in rank the furter out in the wilderness you get. There are more, but I guess this is enough. As most of this isn't possible to do in Crowfall, given the direction they chose early on, I don't really think I will play it much, sadly, because I like the graphics, and the way crafting was thought to be, and maybe gets back to (but using a month or more to learn the basics is just too much).
    ps
    Please no childish "Then why don't you get lost" etc. I posted this because I think it's valuable feedback for the developers to know why some players might choose not to play the game.
  5. Like
    Angelhearth got a reaction from Bremlin in 5.110 TEST Feedback for 4/17/20   
    Why I don't think I will play this game much.
    My biggest problem with Crowfall, and one I don't think neither can nor will be changed, is that I want one single big world. I think the fragmentation destroys a game. The EK's is the same excuse LOTRO used when they implemented player housing. Having a house/fort/whatever outside the real game map isn't really that interesting. I want cities, where one can put up shop, or buy a house, or an apartment, a guild house, stuff like that. Or you buy a deed to land outside the cities. Ranks of nobility, with an area included. From barons that gets a small area to dukes that gets a huge area. All of them with at least 1 village, dependent on the size, area etc. Crafting is treated as a step-child by the developers. To the point where I wonder if there once was a developer that was really into crafting, but he quit. I also have a serious problem with PvP that doesn't have consequences. If you kill someone in the view of guards, your insta-killed, if you do it too close to a city/town it will get you flagged. To many flagged kills makes you kill on sight. It should be reversible, with time, until you kill too many players, and get flagged Red. PvP'ers should be able to hold their own forts, far out in the wilderness where they are unreachable by the law. Harvest nodes should increase in rank the furter out in the wilderness you get. There are more, but I guess this is enough. As most of this isn't possible to do in Crowfall, given the direction they chose early on, I don't really think I will play it much, sadly, because I like the graphics, and the way crafting was thought to be, and maybe gets back to (but using a month or more to learn the basics is just too much).
    ps
    Please no childish "Then why don't you get lost" etc. I posted this because I think it's valuable feedback for the developers to know why some players might choose not to play the game.
  6. Like
    Angelhearth reacted to miraluna in Vendors   
    You mean more slots for stocked items + slightly increased fee at each crafted vendor rank? That sounds like a good idea
  7. Like
    Angelhearth reacted to Brohmur in 5.110 TEST Bug Reports for 4/17/20   
    I'm not 100% certain if this is the case with your stats but from what I can tell from my own stats and gear is that some of the gear values have been downgraded and the changes didn't appear to be affected until after i zoned.
    Just an early observation on my own vessels and i'm not entirely sure yet if this is exactly what is happening.
    I haven't had a lot of time the last two days to be online and be thorough enough. Hopefully later tonight I can look a little closer.
  8. Haha
    Angelhearth got a reaction from Bzra in 5.110 TEST Feedback for 4/15-16/20   
    When will you start segmenting the download so we don't have to download the full game, every time, at 30-35Mbps (absolute max I've seen on my 300Mbps line)?
  9. Like
    Angelhearth got a reaction from Tyrant in 5.110 TEST Bug Reports for 4/15-16/20   
    Trying to name a vendor will disable all interaction with the game. The game still runs fine, you just can't do anything and have to Alt-F4 out of the game.
  10. Like
    Angelhearth reacted to Arkade in A Global Passive Training Timer   
    The problem is that at a certain point, all progression is reduced to the point of insignificance. Let's say it takes 60 days to fully train a crafting profession. So, 60 days after the game launches, anyone (whether they are a brand new player or just a vet who gets a new account) can buy the game and instantly be fully trained as a crafter. Even if they end up crafting their own gear, they can be max crafters within a couple days at most. That isn't good for the game. 
    Blair posted this in the crafting thread last week:
    Your idea destroys all progression for crafters (and eventually harvesters and combatants as well) and makes the process so trivial that combatants will bypass the need for crafters.
    And it does nothing to make crafters relevant at launch. The first crafters will still have to wait 60 days to get to max.
  11. Like
    Angelhearth reacted to Surelia in Vendor   
    welcome to crowfall 🤣
  12. Like
    Angelhearth reacted to VaMei in 5.110 TEST Feedback for 3/30-4/1/20   
    Passives are not feeling good at this pace. A week into the game, crafters cannot craft useful items and harvesters cannot harvest useful materials. A new player that came to CF to do those things would have left by now.
    On the other end of the spectrum, where harvesting and crafting passives are hard time gates, the combat passives are barely impactful (as they should be IMO). After a week of training, I have gained 3% anti-crit and 120 health.
    Do we really need to 4 pip each of the nodes in the basics tree before moving past that node and on to the next? Why does a quarry-man need to know so much about harvesting knotwood, slag, hunger shards & soulgems before learning to quarry stone? Just to get to the Reaping tree, a skinner needs to 4 pip 6 nodes that have nothing to do with being a skinner (apples, more apples, grubs, consumption, bandaging & metabolism).
    If we were allowed to move on after getting one pip in a node, players would be able to do what they are here to do much sooner, at the cost of hollowing out their basic skills; but that's a choice right? 
    Edit: if each pip within a node was significantly more expensive than the one before, the 1st pip in a node could be set to a painless cost (an hour for basics, a day for advanced skills), but filling out a skill where the player finds value would still take a real time investment. Where Ace sees a need to time gate a trait, they could award that trait on the 5th pip rather than the 1st.
    This would let players quickly target skills where they find value, without forcing a large time investment for skills where they do not see value, while still giving players years of training options.
  13. Like
    Angelhearth got a reaction from DravoiX in 5.110 TEST Bug Reports for 3/30-4/1/20   
    Pack Pig
    While mounted: If you use F to pick up something you seem to be auto-dismounted. You will then have to actually dismount and then remount to get back on it (will there ever be any animation of you sitting on the damned animal? And why is it called Pack Pig when you don't get any increased inventory? I bought it just because I thought my inventory would be larger. To get speed I would think a horse would be the thing.
  14. Like
    Angelhearth got a reaction from Spunky in 5.110 TEST Feedback for 3/30-4/1/20   
    As a crafter/harvester I'm extremely disappointed with the test. I finally hit lvl 30 and took a round in Dutchy of Marconia (26-30) and found that the only thing you can harvest is rank 1 to 3, nothing above. Go to the previous zone (21-25) and you'll find plenty of rank 4. Why? And please, for the love of god, get the lowest level of exploration and crafting down to a reasonable level! With the skill points coming 1 every 10 seconds, and the insane number of them needed for the lowest - LOWEST - level, it takes way, way, way to long time. Because it's so easy to reach lvl 30 I had the explorer and crafting badges I wanted even before I had finished Exploration Basics! Crafting is a little easier, but even that should require less points (or you should get 3 per 10 seconds as on Live). You are scaring those of us who wants to play the game for the sake of crafting, away, far, far away, to other upcoming games that seems to take crafting more seriously.
  15. Like
    Angelhearth got a reaction from mythx in 5.110 TEST Feedback for 3/30-4/1/20   
    I agree 100%. Actually all skills should be dependent on usage with a few extras thrown in as you progress, like the ability to make certain moves etc. This is the way it worked back in good old Ultima Online, where we stood and hacked and slashed on dummies to build our fighting skills (although some made macros and just left their character standing there while doing other stuff hehe).
  16. Like
    Angelhearth got a reaction from mythx in 5.110 TEST Feedback for 3/30-4/1/20   
    As a crafter/harvester I'm extremely disappointed with the test. I finally hit lvl 30 and took a round in Dutchy of Marconia (26-30) and found that the only thing you can harvest is rank 1 to 3, nothing above. Go to the previous zone (21-25) and you'll find plenty of rank 4. Why? And please, for the love of god, get the lowest level of exploration and crafting down to a reasonable level! With the skill points coming 1 every 10 seconds, and the insane number of them needed for the lowest - LOWEST - level, it takes way, way, way to long time. Because it's so easy to reach lvl 30 I had the explorer and crafting badges I wanted even before I had finished Exploration Basics! Crafting is a little easier, but even that should require less points (or you should get 3 per 10 seconds as on Live). You are scaring those of us who wants to play the game for the sake of crafting, away, far, far away, to other upcoming games that seems to take crafting more seriously.
  17. Thanks
    Angelhearth got a reaction from mythx in 5.110 TEST Feedback for 3/30-4/1/20   
    It's disabled because of bugs.
  18. Like
    Angelhearth got a reaction from ShadowboxerX in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    This is in many cases absolutely worthless, in some cases spot on, and the rest is a person that seems less than intelligent, or he tries to be stupid because he thinks his audience is stupid.
  19. Like
    Angelhearth reacted to Navystylz in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    What's worse is he published this video yesterday and it's the over 6 months old content that's not even part of all the beautiful changes that is in the God's patch. So now people are looking at this date on this and thing this is today's Crowfall. This video is perfect example of what happens when you withhold information for months and now people aren't even away of the changes @jtoddcoleman @thomasblair
  20. Like
    Angelhearth reacted to Chroma in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    Hello Team, 
    I've spent the last two days digesting the changes that you have made and have tried to really step back and look at the bigger Crowfall picture and how it compares to the state of current games. I played pretty much nightly from 5.4.3 through 5.9, checked out for a long time, and came back 3 weeks ago. Here is my attempt at an unbiased feedback:
    The UI:
    It is much improved aesthetically and it feels like final artwork. It sill needs much more flexibility. The ability to scale, setting transparency, docking windows, the ability to open only the windows I want. I don't always need that paper doll and inventory with the stats sidebar. Usually it's in the way. It obstructs my view way too much.  Let me choose what I want to see. Give me the ability to keep windows open while roaming the world. Let me have the option to see my stats update and change in real time as I use powers, as things proc, when I get debuffed. Let me keep my inventory open while I'm grinding mobs so that I can toggle auto run and sort while I'm moving camps. Right now the UI feels like CLUNK, menu mode, CLUNK, movement mode. It doesn't feel like an extension of the game. It feels like browser windows on top of an application. Chat window need the same love. Tabbing through various forms of communication is a pain. Trying to organize random people in a siege is a pain. It's 2020 guys how about: Can we get some proxy comms? Where are you guys at on this?  I like the new minimal buff layout. The problem is that sometimes I want to see when some of them are active and some I could care less about. Give us a check box next to the passive buffs in the "Active Passive" window that allows it to be displayed when active. Give us the option to only show it's icon so we don't have to have rows of red or green boxes. Shift- F to auto loot. Make the loot window auto scale to the size of the objects inside the container. Huge rectangular loot windows are clunky and generally un-sexy. Crafting UI needs love too. We need options to craft bulk items, a repeat or a slider with a number of items to create. Allow us to scale and/or manipulate the flyover combat text. Size of numbers, colors for certain types of damage, barrier values etc. The blue stat bar needs tabs for combat, crafting and harvesting. Give people easy access to important information. Provide descriptions on mouse over.  Break down the crafting and exploration just like combat and show assembly, experimentation, experimentation points. The Explore tab shows the breakdown and values for harvest critical, critical amount, plentiful harvest etc. All that data is extrapolated from the details window and makes it easy for new players to understand without digging through a window and wondering what all these vague numbers mean. The Profession tree needs to show pip costs, even if the node is locked. Combat and Character building: 
    Why is the camera still hitching and how are you going to eliminate that? It is beyond frustrating. Can we get this in a Q&A or something? Did I miss it somewhere? Sprinting in combat is still pretty bleh. I understand limiting side and circle strafing but please give forward only sprinting a bump. I like the removal of the green and red lines for ground effects. No one should know exactly where the heal or hurt begins and ends. Spell effects are still way out of control, especially with the frost weavers vomiting green mist everywhere. Need an opacity slider for those effects. Separate ones for self, group, and general yassssss Melee combat still feels slick to me. It's in a weird place where people either slide past you or hang up completely. There isn't any middle ground. Performance issues still make melee combat unpredictable and camera hitching makes it worse. Often I can't tell if my hits are registering. Damage numbers do not show consistently and sometimes disappear in spell effects or nameplates. Aiming is muddy, sometimes stuff hits that is waaaay off and sometimes dead on misses. So how twitchy is this game supposed to be, on a scale of Animal Crossing to CS:GO?  Mob AI warps and stutter steps. Druid mobs cast healing rain on me. A Great point was made previously about mobs one shotting players instead of chasing them off, maybe thats your design vision. Corpses are still occasionally unlootable or I have to play this mini game called find the tiny spot to interact. That mini game hurts my heart. In combat health regen seems meaningless. Out of combat health regen does too. I hope you have a strike team for class and discipline balance picked out. It's gonna be a rough one. Please consider using some of your more active and unbiased testers. community feedback is important and when the time comes I hope we can have a dialogue about how things work, whats balances and what fixes may be implemented for these classes. These class trees need a rework, I can say this because they are all more or less the same shape. Unrelated nodes gate some important ones. 5 points for a major seems about right on the two classes I have tested. There are a few nodes in the trees that I sure would like to have but am willing to sac for those all important majors. Many many good points about the NPE and early crafting/harvesting have already been made in this thread. I'd just like to remind you that effective listening has two components, active and empathetic. We value your comments on our feedback.
     
     
  21. Like
    Angelhearth got a reaction from Zastier in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    Man, I seriously love you! Finally someone else who seems to want to craft fulltime. Most people, as well as the developers, don't seem to understand that some players find it more fulfilling to create something, not only run around and hack and slash mobs or other players!
  22. Like
    Angelhearth reacted to Bzra in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    I would love to see guild banks and possibly an in-game guild online/offline player list.
  23. Like
    Angelhearth reacted to Ussiah in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    Crafting may need a little updating @thomasblair
     
    This is the FIRST time, since I have been main crafting in this game for 3 years+, we have had a FULL wipe with wartribe gear out and it points to some serious issues for crafting.
    Early crafting feels like it is not impactful or useful.
    PROS of Current System
    I am happy with the power level of wartribe gear because I realize it needs to be relatively strong for players joining in later in the game. I am also actually VERY happy my guildmates aren't all piling on me to make them gear early on. CONS of Current System
    Even if I did want to make white or green harvesting/crafting gear, I will fail terribly for a month. Both on assembly and experimentation even if I choose right race, max right stats, and get all the disciplines I can. No runemaking thralls (at least in GR) and no runemaking races making the ONE thing we can't get from wartribes very difficult to make early. Helper Monkey and Risk Management got nerfed, also making it more difficult to craft. Suggestions
    VASTLY lowering the difficulty of making and experimenting on white and green crafts. (Blue wartribe will be better than both of these, so why make it hard on us?) Add other minor disciplines specifically geared for helping crafting just starting out. Front load the crafting bonuses more. (Possibly make general crafting have a 1 for 1 effect and lower the nodes of the advanced trees)  
     
    ARTIFACT Feedback
    There are multiple versions of every color of artifact bind, I believe 6. Meaning there is at least 18 pieces for each wartribe.(Only saw up to blue, maybe higher and more item bloat). There is absolutely no difference or distinction or seeming reason for having different versions. Artifact binds of the same color/type do not stack. Suggestions for Artifacts
    Each wartribe should only have ONE version per color. Each bind of the same color and type should stack. This is to not only clear up inventory space but also take pressure off the server. Why should the server need to track all these extra items that have no distinction or effect?
  24. Like
    Angelhearth got a reaction from Kraahk in Community/Guild number of members needed   
    Wow, thanks for the positive feedback, makes me feel so welcome to this game! You really didn't read the name of this forum, did you? It's a suggestion to the developers.
  25. Like
    Angelhearth got a reaction from BarriaKarl in Community/Guild number of members needed   
    Wow, thanks for the positive feedback, makes me feel so welcome to this game! You really didn't read the name of this forum, did you? It's a suggestion to the developers.
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