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About McTan

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  1. Sugoi vs -W- vs UDL/LoD/HoA+1

    Thanks for the responses, I'll trust you both on TTK.
  2. Sugoi vs -W- vs UDL/LoD/HoA+1

    Looked fun. I do think TTK is something holding the combat back right now. It's just too long. Mistakes are too easily fully corrected by bonanza healing. And grinding people down just leads to first team to lose a player in an equal numbers fight will lose.
  3. My suggestions as of November.

    It should be harder to hit and more meaningful when you do. Melee, ranged, all. That means that all auto-hit heals (ie ground heals and heal fountains) need to be toned down substantially, though. Otherwise already long TTKs will get obnoxious. Edit: Lower TTKs also require more skill, and organized skill will be able to fight off more numbers when TTK is lower. This is especially true with FF (which I'm also calling for)
  4. Feedback: It feels like the "Meet the *****" Race/Class Articles should get links through the Website Race/Class pages. For instance, when I go to Stoneborn, I'd like a link to their Racial Runestone and powers; same with Cleric, etc. I also think the Pips for the five attributes on the top of Race pages are outdated, no?
  5. Could we maybe never leave pre-alpha?

    Which is not surprising, given who likely makes decisions about what alpha and beta mean at ACE. Certainly the developers of any particular game may use the terminology however they want, but I find the above useful, personally.
  6. Could we maybe never leave pre-alpha?

    Useful definitions: Early development - barely playable, using game designs that do not resemble release vision (Crowfall in HD and SP) Pre-alpha - playable not systems complete (Crowfall now) Alpha - playable, systems complete, not optimized (Crowfall with full class/race release, win conditions in) Beta - playable, systems complete, near optimized, scaling-up bug squashing Released - released. All games likely blur these. Crowfall of course blurs these lines especially moving after the Alpha stage - they will likely still be releasing new win conditions and siege mechanics and such.
  7. Something I noticed over the weekend but forgot to document: when dragging and dropping skills onto trays, your mouse "holds" the icon to the upper left, but the "drop" of the icon occurs on the center of the mouse icon. This was a small, but annoying issue that I dealt with repeatedly until I figured out what was happening. I thought that the Passives bar was not registering what I was trying to drop, but it was thinking I was dropping the icon off the bar, into oblivion. This issue combined with passives showing up as possible to drop, but actually were not (for instance the poisoner passive on the ranged tray) - caused me early headaches.
  8. State of the Assassin 5.3.0

    Hey man, Stoneborn were in the pre-kickstarter promo videos... Take a number!
  9. HoA/UDL/LoD/TB vs. Sugoi

    I agree, Tinnis. I think they look okay playing solo, but as soon as there are even two people attacking each other or attacking a monster together, it gets pretty messy. Time to tune it wayyyy down - which should help on art demand, too!
  10. You can also hit the reset button on the top right, and it asks if you want to abort (you are not crafting anything), say yes, and you're back to the full list.
  11. Weird bug that may have something to do with FPS loss around campfires: Clerics LMB attack sometimes stops displaying visuals when my crosshair goes past the campfire.
  12. HoA/UDL/LoD/TB vs. Sugoi

    I would also like to see some friendly fire options played out. I hope there is at least group-only immunity input somewhat soon. The fight itself looked fun, fairly chaotic, heh.
  13. As we start to dive deep into combining disciplines, I think one thing that has started emerging is that people gravitate toward particular disciplines. The first instinct might be to nerf those disciplines down as "OP", but I would urge that the alternative option of buffing the lesser or unused disciplines happens. In our voice comms we already are discovering particular disciplines that are near useless, but they hold promise, and I'd personally advocate for them getting buffed to be useful. Buffing unused disciplines will result in massive proliferation of builds. Please try to make it so that 5-10 builds of each class are reasonable, and different, that would be awesome. Just a 2c.
  14. General: Training on combat basics started displaying 5% trained (though 0% was trained). Training skills is overall really buggy (the visuals and mechanics, not the actual skill-up – untested by me), and just slightly unintuitive. The confirm button may be why it feels that way to me, I dunno. I do not appear to regen health out of combat. Cannot find a way to exit combat (survival tray?) – if so, still no ooc health regen. (Update: sparingly, I'll get OOC health regen in survival). Crashed near Reaper Ridge. When re-entered, no equipment visuals, but powers still work. Could see my groupmates' weapons and armor visuals, however. Audio is weird for me, I have adjusted it every-which-way and I just do not hear some of the things others do. Unsure why. Combat: Second Wind seems not to register what 50% of max HP is accurately, maybe it is looking at what the base Champ HP is and just fixed 50% of that? Mine stops at 1713/4329 (in fact all regen stops then), which would imply some relationship to 3426 overall HP. (Mino Champ). 3-E skill, Rend still is super weird. It seems like a holdover from root motion combat, and it was one of the worst root motion combats back then! I hope it gets a smoothing pass. Leaping is pretty challenging. The game seems to really struggle with the second or so right after a leap lands. It's stuttery and unsure of where I should be, and stops me from leaping again sometimes. Leaping off a ledge and losing HP breaks the secondary leap, which is fine I suppose, though I'd prefer it did not. Harvesting: Skinning Weak Points are not visually located appropriately. In 3d space, they tend to be above the beast, and untargetable for skinning. Boar down to no skinning health left, does not disappear, can continue to attempt to skin. Slag nodes against giant rock, doobers go into rock, unlootable Crafting: When using experimentation points, if you go fast enough, the rise and fall of your "quality" (e.g. success) will change into the new "quality" during the fall. Why is there a crafting duration bar? Like, you've put everything together, is it really necessary to give us another 25 seconds per everything we craft of just sittin there? Or a minute for the weapons? Seems like overkill to me. Why do mail and plate now require specific ores? I thought the whole purpose of the small Crafting book (which is not very small), is to have Plate Chest: you pick what to put in. I really hope there is a move back toward Plate chest: Ore X 9, we pick the ore based on what stats we want. Critical failure is just ouchie. Just ouchie. Can't we obtain the same power curves without critical failures? And then those who train crafting skills are more likely to be on the upper end of the power curve than those who do not - but nobody should critically fail and lose everything, IMO. This mechanic is going to get changed eventually, it's just too harsh without purpose, so why not do it now? People will rage quit over this so fast. Heck, it can happen to a new player literally crafting their first weapon. Not a great idea, if you want that new player to keep playing.
  15. Honestly, is there really a reason to make roots maintain through any damage? Much more strategic and interesting if they work like that.